Medium Humanoid (Any Race), Any Alignment
Armor Class 21 (hide armor, shield)
Hit Points 156 (24d8 + 48)
Speed 30 ft.
STR
11 (+0)
DEX
14 (+2)
CON
14 (+2)
INT
14 (+2)
WIS
22 (+6)
CHA
14 (+2)
Saving Throws CON +9, INT +9, WIS +13, CHA +9
Skills Medicine +9, Nature +5, Perception +9
Senses Passive Perception 19
Languages Druidic plus any two languages
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Reincarnation. If the Bodig's Wode remains, a destroyed Bodig gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within the heart of the Wode.

Master of Forms. The Bodig can use Change Shape as a bonus action. The Bodig's wildshapes gain +6 to AC, +2 to hit and damage, and can be CR 8 or below thanks to the Gauntlets of Bestial Power.

Spirit Totem. As a bonus action, The Bodig can magically summon a Unicorn spirit to a point  it can see within 60 feet of itself. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents.

As a bonus action, you can move the spirit up to 60 feet to a point you can see.

The spirit persists for 1 minute or until you’re incapacitated. Once you use this feature, you can’t use it again until you finish a short or long rest.

Unicorn Spirit. The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit’s aura. In addition, if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.

Spellcasting. The Bodig is an 20th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 21, +14 to hit with spell attacks). It has the following druid spells prepared:

Cantrips (at will): druidcraft, primal savagery, frostbite, produce flame

1st level (4 slots): cure wounds, absorb elements, misty step

2nd level (3 slots): moonbeam, hold person, pass without trace

3rd level (3 slots): meld into stone, erupting earth lightning bolt

4th level (3 slots): wall of fire, freedom of movement* greater invisibility

5th level (3 slots): mass cure wounds, dream, Insect Plague

6th level (1 slot): heal, sunbeam

7th level (1 slot): fire storm

8th level (1 slot): sunburst

9th level (1 slot): foresight*

*The Bodig casts Freedom of Movement, and Foresight before the battle begins.

The Bodig has Studded Leather Armor +2, and a +2 Shield. a staff of the woodlands Guantlets of Bestial Power, cloak of protection 

Actions

Shillelagh. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 13 (1d8 + 8) bludgeoning damage. And an additional 7 (2d6) force damage.

Change Shape. The archdruid magically polymorphs into a beast or elemental with a challenge rating of 7 or less, and can remain in this form for up to 9 hours. The archdruid can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new form. The archdruid reverts to its true form if it dies or falls unconscious. The archdruid can revert to its true form using a bonus action on its turn.

While in a new form, the archdruid retains its game statistics and ability to speak, but its AC, movement modes, Strength, and Dexterity are replaced by those of the new form, and it gains any special senses, proficiencies, traits, actions, and reactions (except class features, legendary actions, and lair actions) that the new form has but that it lacks. It can cast its spells with verbal or somatic components in its new form.

The new form’s attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks.

Legendary Actions

The Bodig can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Bodig regains spent legendary actions at the start of its turn.

Cantrip. The Bodig casts a cantrip.

Move. The Bodig moves up to it's speed.

Spell (Costs 2 Actions). The Bodig casts a spell of 5th level of lower.

 

Description

The Bodig is to Druids like a Lich is to a Wizard. A Druid who delves too deep and too greedily into drawing on the power of the world can become bound to it. Both it's master and it's eternal servant. The Bodig binds it's very soul to the terrain in which it finds itself. This becomes it's Wode. Once a Bodig has bonded itself, nothing short of the destruction of the Wode can sever that bond. 

Ever-changing Form. If a Bodig is ever slain, it will Reincarnate within it's wode, leaving behind a nonmagical corpse incapable of being resurrected. It's soul is always in the Wode and never available for resurrection. Because it Reincarnates, a Bodig will change it's physical appearance each time It rises from the dead. This can make tracking down the Bodig's Wode incredibly difficult as it easily slips into a new form. However, Bodigs are rarely subtle and their supernatural beauty and force of personality will likely draw attention.

Consumption of Order. The Bodig is the antithesis of the Lich. Where the lich becomes corpse-like and obsessed with the undead, the Bodig becomes supernaturally beautiful and focused on life, but not necessarily the "Natural." In a Bodig's domain plants grow rapidly out of control and plants and beasts from exotic lands or even the planes will suddenly appear and grow. Cities near to a Bodgi's lair will find themselves in a constant battle to fight back the encroach of nature. Fields will become bountiful, and then overgrown, and soon will be riddled with trees and beasts. Roots will spread through the streets. 

The Bodig's connection to Nature can disrupt the natural world. Druids might find it somewhat more difficult to commune with nature within a Bodig's territory.  Bodig will often move and set up new locations, attempting to obfuscate it's original Wode by conquering new territory. And always the Bodig's soul demands more growth and more nature. 

Lair and Lair Actions

A Bodig’s Lair

A Bodig has a "Wode". The Wode is the Bodig's greatest strength and their deepest weakness. The Bodig's soul has become one with the Earth within the Wode. This means that whenever a Bodig is killed a new body will form for them within the Wode within a few days. Bodigs carefully protect their Wode, as they represent the Bodig's greatest strength and greatest vulnerability. For if the Wode is destroyed the Bodig's soul will die when it's body is destroyed.

A Wode is a place of extremely intense nature. The Nature is a mesh of the places a Bodig has trained and learned from. Plants which naturally could not co-exist grow easily here. Trees are burdened with large abundant fruit. Vines grasp and claw at the heels of travellers. 

A Bodig encountered in its lair has a challenge rating of 22 (41,000 XP).

Lair Actions

On initiative count 20 (losing initiative ties), the Bodig can take a lair action to cause one of the following magical effects; the Bodig can’t use the same effect two rounds in a row:

  • Font of Power. The Bodig rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.
  • Thick Fog. All area within the Wode is Heavily Obscured. Every foot of movement through the fog costs 2 extra feet of movement. 
  • Grasping Roots. vines, and branches reach out to ensnare intruders. All terrain within the Wode becomes difficult terrain. Each creature must make a dc 17 Dexterity save or become restrained. 
  • Spike Growth. All area within the Wode is difficult terrain. For every 5 feet of movement any creature not allied with the Bodig takes 2d4 damage. 

Previous Versions

Name Date Modified Views Adds Version Actions
8/21/2020 10:14:34 PM
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Monster Tags: NPC

Habitat: ForestMountainSwampUnderwater

YourGmJay

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