Legendary Resistance (3/Day). If Auranox fails a saving throw, he can choose to succeed instead.
Spellcasting. The archdruid is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 20, +12 to hit with spell attacks). It has the following druid spells prepared:
Cantrips (at will): druidcraft, mending, poison spray, produce flame
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 (1 slot): heal, heroes’ feast, sunbeam
7th level (1 slot): fire storm
8th level (1 slot): animal shapes
9th level (1 slot): foresight
Multiattack. The archdruid makes three Staff or Wildfire attacks. It can replace one attack with a use of Spellcasting.
Staff. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 21 (6d6) poison damage.
Wildfire. Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 26 (6d6 + 5) fire damage, and the target is blinded until the start of the druid’s next turn.
Change Shape (2/Day). The archdruid magically transforms into a Beast 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 reverts to its true form if it dies or falls unconscious. The archdruid can revert to its true form using a bonus action.
While in a new form, the archdruid’s stat block is replaced by the stat block of that form, except the archdruid 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.
Archdruid Auranox 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. Archdruid Auranox regains spent legendary actions at the start of its turn.
Misty Step. Auranox teleports to any location he can see within 30 feet.
Cast. Auranox casts a spell up to 3rd level.
Attack. Auranox makes a Staff or Wildfire attack.
Nature's Grasp. A target within 30ft is wrapped in vines and moved in any direction 30ft and their speed is set to zero if they fail a DC15 strength saving throw. If they succeed, they are moved but the vines break away and their movement is not set to zero.
Description
Archdruids watch over the natural wonders of their domains. They seldom interact with folk away from their druid groves and shrines, unless there is a great threat to the natural order or to a nearby community. An archdruid typically has one or more pupils who are druids, and the archdruid’s lair is usually guarded by loyal Beasts and Fey creatures.
When an archdruid 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 Favored Shapes table to determine the form the archdruid adopts.
| d8 | Favored Shape |
|---|---|
| 1 | Air elemental |
| 2 | Earth elemental |
| 3 | Fire elemental |
| 4 | Giant crocodile |
| 5 | Mammoth |
| 6 | Flail snail |
| 7 | Triceratops |
| 8 | Water elemental |
Lair and Lair Actions
Nature's Grasp. All targets must make a DC15 strength saving throw or be gripped by thick vines, they are move anywhere the Archdruid would like within 30ft of where they originally stood and they are grappled. On a success, the targets are still moved, but they are not grappled.
Siphon Energy. Roll a d8, regain that many spell slots and three times that many hits points as Auranox siphons energy from the Water Primordial.
Reinforcements. 2 Conclave Knights appear on the battle field.