Medium Humanoid (Any Race), Any Alignment
Armor Class 17 (Ironwood Half-Plate)
Hit Points 204 (24d8 + 96)
Speed 30 ft.
STR
14 (+2)
DEX
18 (+4)
CON
18 (+4)
INT
14 (+2)
WIS
24 (+7)
CHA
18 (+4)
Saving Throws INT +8, WIS +13
Skills Medicine +13, Nature +14, Perception +19
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Charmed
Senses Passive Perception 29
Languages Druidic plus any two languages
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

 

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

Spellcasting. The druid is a 20th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 21, +13 to hit with spell attacks). It has the following druid spells prepared:

Cantrips (at will): druidcraft, mending, produce flame, shillelagh 

1st level (4 slots): cure wounds, entangle, faerie fire, speak with animals

2nd level (3 slots): animal messenger, beast sense, hold person

3rd level (3 slots): conjure animals, meld into stone, water breathing

4th level (3 slots): dominate beast, locate creature, stoneskin, wall of fire 

5th level (3 slots): commune with nature, mass cure wounds, tree stride

6th level (2 slots): heal, heroes’ feast, sunbeam

7th level (2 slots): fire storm, reverse gravity, regenerate

8th level (1 slots): animal shapes, feeblemind 

9th level (1 slot1): foresight, storm of vengeance

Actions

 

Multiattack. The Zenithdruid can cast 1 spell and make 2 attacks

Quarterstaff. Melee Weapon Attack: +8 to hit (+8 to hit with shillelagh), reach 5 ft., one target. Hit: 5 (1d6 + 7 ) bludgeoning damage, 6 (1d8 + 2) bludgeoning damage if wielded with two hands, or 11 (1d8 + 7) bludgeoning damage with shillelagh.

Change Shape (2/Day). The Zenithdruid magically polymorphs into a beast or elemental with a challenge rating of 12 or less, and can remain in this form for up to 12 hours. The zenithdruid can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new form. The zenithdruid reverts to its true form if it dies or falls unconscious. The zenithdruid can revert to its true form using a bonus action on its turn.

While in a new form, the Zenithdruid retains its game statistics and ability to speak, but its AC, movement modes, Strength, and Dexterity, if they are higher, 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 zenithdruid gains 100 temporary hit points.

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

Legendary Actions

The archdruid 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 archdruid regains spent legendary actions at the start of his turn.

Attack. The archdruid may make an attack.

Cast Spell. The archdruid casts a spell of 3rd level or lower.

Description

Druids dwell in forests and other secluded wilderness locations, where they protect the natural world from monsters and the encroachment of civilization. Some are tribal shamans who heal the sick, pray to animal spirits, and provide spiritual guidance.

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestGrasslandHillMountainSwampUnderdark

Kingdomamerica

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