Medium Humanoid (Elf), Chaotic Neutral
Armor Class 16 (hide armor)
Hit Points 175 (20d8 + 60)
Speed 35 ft.
STR
14 (+2)
DEX
18 (+4)
CON
16 (+3)
INT
12 (+1)
WIS
22 (+6)
CHA
12 (+1)
Saving Throws INT +7, WIS +12
Skills Medicine +12, Nature +18, Perception +12
Damage Resistances Acid, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Exhaustion, Frightened
Senses Darkvision 60 ft, can sense when intruders enter her grove, Passive Perception 22
Languages Common, Druidic, Elvish, Sylvan
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Elven. The archdruid has advantage on saving throws against being charmed, and magic can’t put her to sleep.

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

Cantrips (at will): druidcraft, mending, poison spray, thorn whip

1st level (4 slots): absorb elements, cure wounds, entangle, faerie fire

2nd level (3 slots): animal messenger, beast sense, earthbind, hold personwither and bloom

3rd level (3 slots): call lightning, freedom of the waves, meld into stone, wall of water

4th level (3 slots): blight, dominate beast, guardian of nature, ice storm, stoneskin, wall of fire

5th level (3 slots): contagion, geas, insect plague, mass cure woundsmaelstrom, tree stridewrath of nature

6th level (1 slot): heal, investiture of ice, primordial ward, sunbeam

7th level (1 slot): fire stormreverse gravity

8th level (1 slot): tsunami

9th level (1 slot): foresightstorm of vengeance

Staff of the Woodlands. The archdruid has a staff of the woodlands. The staff has 10 charges for the following spells, which take an action to cast: 

animal friendship (1 charge)

awaken (5 charges)

barkskin (2 charges)

locate animals or plants (2 charges)

speak with animals (1 charge)

speak with plants (3 charges)

wall of thorns (6 charges)

pass without trace (0 charges)

Tree Form. The archdruid can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius, complete with a fully-formed treehouse. 

Actions

Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Staff. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4) bludgeoning damage.

Bonus Actions

Change Shape. The archdruid magically polymorphs into a beast or elemental with a challenge rating of 6 or less, and can remain in this form for up to 10 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.

Description

Wyllow is a Naduri (Wood Elf) druid with eyes as green as emeralds. Butterflies nest in her tangled brown hair, and small critters gather around her feet.

Monster Tags: NPCShapechangerelfhumanoid

Habitat: ForestMountainSwampUnderwater

DarthKWill27

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