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Archdruid

Medium · Humanoid · CR 12 · Chaotic Evil

Source. Black Flag SRD
Armor Class
17 (Nature's Champion)
Hit Points and Hit Dice
210
Challenge Rating CR
12

Ability Scores

Core attributes and their modifiers.

STR
16
+3
DEX
14
+2
CON
12
+1
INT
22
+6
WIS
28
+9
CHA
12
+1

Overview

Category Monsters
Size Medium
Type Humanoid
Alignment Chaotic Evil
XP 8400
Initiative Bonus +2

Movement

Walk 30 ft (9.1 m)
Swim 15 ft (4.6 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Passive Perception 19

Saving Throws

Strength +3 Dexterity +2 Constitution +1 Intelligence +6 Wisdom +9 Charisma +1

Languages

Common,Druidic,plus any one language

Resistances & Immunities

Damage Resistances
Nature's Champion

Traits

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.

Actions

Multiattack

The archdruid makes three Thorned Staff or Nature's Wrath attacks. It can replace one attack with a use of Spellcasting.

Nature's Wrath

+9 to hit, range 120 ft (36.6 m). Hit: 5d8+5 thunder damage.

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).

  • At Will: animal friendship, druidcraft, entangle, speak with animals
  • 3/Day Each: heat metal, spike growth, plant growth, speak with plants
  • 1/Day Each: polymorph, insect plague

Thorned Staff

+7 to hit. Hit: 2d6+3 plus 4d8 thunder damage.

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).

Bonus Actions

Change Shape

The archdruid magically transforms into a Beast that has a challenge rating no higher than its own, or back into its true form, which is Humanoid. Any equipment it is wearing or carrying transforms with it. It reverts to its true form if it dies. In a new form, the archdruid retains its HP, ability to speak, proficiencies, and INT, WIS, and CHA modifiers, as well as this bonus action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. The archdruid can choose to instead magically transform into an Elemental that has a challenge rating no higher than 6, or back into its true form. If it transforms into an Elemental, the archdruid can remain in that form for up to 6 hours then must finish a short or long rest before it can transform into an Elemental again.

About Archdruid

Archdruid is a medium humanoid with a Challenge Rating of 12. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 17 and possesses 210 hit points (derived from None).

Archdruid has communication capabilities including Common,Druidic,plus any one language. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Archdruid

3 tips available

When using Archdruid in your D&D 5e campaign, consider these tactical approaches:

  • Fire Damage Mitigation: This creature deals fire damage. Advise players to have fire resistance ready or use water-based tactics. Consider environmental fire hazards that could backfire on the creature.
  • Cold Damage Strategy: Cold-based attacks can slow or freeze. Prepare 'Heat Metal' or fire spells as countermeasures. Ice terrain can be used to create difficult terrain for melee characters.
  • Lightning Damage Awareness: Lightning attacks often have long range and high speed. Advise players to use cover and avoid metal armor/weapons. Water surfaces amplify lightning damage - avoid fighting near water.

Player Guide: Facing Archdruid

3 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Fire Damage Protection: This creature deals fire damage! Get fire resistance from spells like 'Resistance' or potions. Avoid fighting near flammable objects. Water spells can counter fire attacks.
  • Cold Damage Protection: This creature deals cold damage! Get cold resistance or use fire spells. Avoid water surfaces - they can freeze and create difficult terrain. 'Heat Metal' can counter cold.
  • Lightning Damage Protection: This creature deals lightning damage! Avoid metal armor and weapons. Use cover and avoid water surfaces. 'Iron Skin' or 'Protection from Energy' can help.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 12.

Solo Encounter:

A single character of level 16 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 15,600 XP
  • Hard: 23,400 XP
  • Deadly: 31,200 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Archdruid?
Archdruid has a Challenge Rating of 12, making it appropriate for parties of level 12.0.
What type of creature is Archdruid?
Archdruid is a Medium Humanoid, which affects how certain spells and abilities interact with it.
What languages does Archdruid speak?
Archdruid can communicate in Common,Druidic,plus any one language.

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