Archdruid

Medium Humanoid. CR 12, AC 17, 210 HP. Traits: Nature's Champion, Nature's Weapons.

Armor class
17
Hit points
210
Challenge
12
Creature type
Humanoid
Size
medium

Stat block

Cha
12
Con
12
Dex
14
Int
22
Str
16
Wis
28
Speed
Walk: 30
Senses
-
Skills
Actions
  • Multiattack. The archdruid makes three Thorned Staff or Nature's Wrath attacks. It can replace one attack with a use of Spellcasting.
  • Thorned Staff. _Melee Weapon Attack:_+7 to hit, reach 5. ft., one target. _Hit:_ 10 (2d6+3) piercing damage plus 18 (4d8) cold, fire, lightning, poison, or thunder damage (the archdruid's choice).
  • Nature's Wrath. _Ranged Spell Attack:_+9 to hit, range 120 ft., one target. _Hit:_ 27 (5d8+5) cold, fire, lightning, poison, or thunder damage (the archdruid's choice).
  • Spellcasting. The archdruid casts one of the following spells, using WIS as the spellcasting ability (spell save DC 17).<br>At will: _animal friendship_, _druidcraft_, _entangle_, _speak with animals_<br>3/day each: _heat metal_, _spike growth_, _plant growth_, _speak with plants_<br>1/day each: _polymorph_, _insect plague_
Languages
Common,Druidic,plus any one language
Saving throws
Wisdom: 9; Charisma: 1; Strength: 3; Dexterity: 2; Constitution: 1; Intelligence: 6
Special abilities
  • Nature's Champion. While the archdruid is conscious, wearing no armor, and in a natural environment or terrain, such as a desert, forest, or mountain, it adds its WIS modifier to its AC (included above). In addition, it is resistant to cold, fire, lightning, poison, and thunder damage.
  • Nature's Weapons. When the archdruid hits with any weapon, the weapon deals an extra 4d8 cold, fire, lightning, poison, or thunder damage (included in the attack), the archdruid's choice.
Damage resistances
Nature's Champion

Source and licence

From Black Flag Reference Document.

Licence: ORC License.

Every licence notice Tavern Bag relies on.