Medium Humanoid (Druid), Any Alignment
Armor Class 14 (hide armor)
Hit Points 154 (28d8 + 28)
Speed 30 ft.
STR
14 (+2)
DEX
14 (+2)
CON
12 (+1)
INT
12 (+1)
WIS
20 (+5)
CHA
11 (+0)
Saving Throws INT +5, WIS +9
Skills Medicine +9, Nature +5, Perception +9
Senses Passive Perception 19
Languages Druidic plus any two languages
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Actions

Multiattack. The archdruid of spores makes three Staff or Whip of Thorns attacks. It can replace one attack with a use of Spellcasting.

Staff. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 21 (6d6) poison damage.

Whip of Thorns. Ranged Spell Attack: +9 to hit, range 30 ft., one target. Hit: 10 (3d6) fire damage, up to 10 feet closer to the archdruid of spores in a direction of the archdruid’s choice.

Spellcasting. The archdruid of spores casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 17):

At will: speak with plants, blindness/deafness, grasping vine

3/day each: blight, confusion, gaseous form, cure wounds

1/day each: [Tooltip Not Found], contagion

Bonus Actions

Change Shape (2/Day). The archdruid of spores magically transforms into a Beast, a Plant, or an Elemental with a challenge rating of 6 or less and can remain in that 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 of spores reverts to its true form if it dies or falls unconscious. The archdruid of spores can revert to its true form using a bonus action.

While in a new form, the archdruid of spore’s stat block is replaced by the stat block of that form, except the archdruid of spores keeps its current hit points, its hit point maximum, this bonus action, its languages and ability to speak, and its Spellcasting action.

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

Reactions

Halo of Spores. When a creature the archdruid of spores can see moves into a space within 10 feet of it or starts its turn there, its can use its reaction to deal +5 necrotic damage to that creature unless it succeeds on a Constitution saving throw against the archdruid’s spell save DC. 

Description

Like other archdruids, an archdruid of spores watches over the natural wonders of their domains. More than other druids, they understand the importance of the cycle of death and decay, and the role of the fungal kingdom in addition to the plant and animal kingdoms.  

When an archdruid of spores uses their Change Shape action, you may choose the creature they turn into, abiding by the action’s restrictions. Or you may roll on the Archdruid of Spores Favored Shapes table to determine the form the archdruid of spores adopts. 

Archdruid of Spores Favored Shapes

Habitat: ForestSwampUnderwater

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