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.