Fungal Body. The fungal spores in the archdruid's body has altered it permanently; it can’t be blinded, deafened, frightened, or poisoned, and any critical hit against it counts as a normal hit instead, unless they're incapacitated.
Rapport Spores. The archdruid can speak telepathically with all myconids within 240 feet of itself.
Multiattack. The archdruid makes three Staff or Wildfire 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.
Wildfire. Ranged Spell Attack: +9 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.
Spellcasting. The archdruid casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 17):
At will: chill touch, entangle, speak with animals
3/day each: blight, dominate beast, faerie fire, gaseous form, wither and bloom
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 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.
Fungal Investation. If a small or medium sized beast or humanoid dies within 10 feet of the archdruid, it can spend its reaction to animate it, causing it to immediately stand back up. It uses the strahd zombie stat block, except it starts at only 15 hp.
Spellcasting. Can cast a spell from its list.
Wild Shape. Can either Wild Shape or use all of their shape's Attacks.
Attacks. Can attack with their Staff or Wildfire abilities twice.
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.
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.
Archdruid of the Spores favored shapes: azer pyromancer, mammoth, air elemental, earth elemental
Lair and Lair Actions
Symbiotic Entity. At Initiative 20, the Archdruid of Spores gains 20 temporary hit points as long as he's in the lair and exposed to the atmosphere.
Shared Spore Sense. All myconids in the lair have a shared Blindsight extending 30 feet from each member; as long as a lair member can sense a target, the other members are aware of the target as well.
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