Fungal Body. The archdruid of spores can’t be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit instead, unless you’re incapacitated.
Spellcasting. The archdruid of spores is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following druid spells prepared:
Cantrips (at will): druidcraft, shillelagh, poison spray, produce flame
1st level (4 slots): cure wounds, entangle, faerie fire, speak with animals
2nd level (3 slots): darkvision, spike growth, hold person, blindness/deafness, gentle repose
3rd level (3 slots): erupting earth, conjure animals, water breathing, animate dead, gaseous form
4th level (3 slots): dominate beast, locate creature, stoneskin, wall of fire, blight, confusion
5th level (3 slots): commune with nature, awaken, tree stride, cloudkill, contagion
6th level (1 slot): bones of the earth, transport via plants, wall of thorns
7th level (1 slot): whirlwind
8th level (1 slot): feeblemind
9th level (1 slot): true resurrection
Shillelagh (quarterstaff). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 5) slashing damage.
Change Shape (2/Day). The archdruid of spores magically polymorphs into a beast or elemental with a challenge rating of 6 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.
Symbiotic Entity. As an action, the archdruid of spores can expend a use of its Change Shape feature to awaken its spores, rather than transforming into a beast form, and it gains 72 temporary hit points. While this feature is active, the archdruid of spores gains the following benefits:
- When the archdruid of spores deals damage with its Halo of Spores, it rolls the damage die a second time and adds it to the total.
- The archdruid of spores' melee weapon attacks deal an extra 1d6 poison damage to any target they hit.
Halo of Spores. The archdruid of spores is surrounded by invisible, necrotic spores that are harmless until unleashed on a nearby creature. When a creature moves into a space within 10 feet of the archdruid of spores, the archdruid of spores can use its reaction to deal 1d10 necrotic damage to that creature unless it succeeds on a Constitution saving throw against the archdruid of spores spell save DC.
Fungal Infestation. If a beast or a humanoid that is Small or Medium dies within 10 feet of the archdruid of spores, it can use its reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the zombie stat block. It remains animated for 1 hour, after which time it collapses and dies.
The archdruid of spores can command those [Tooltip Not Found] and can use this feature 5 times before finishing a long rest.
Previous Versions
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9/26/2020 9:13:14 PM
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Posted Oct 3, 2020This is excellent work. I need something lower CR but I'll be basing my two-headed spore druid on this, thanks!
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Posted Dec 31, 2024I made the Change Shape a Bonus Action.