Kassoon

This is homebrew, submitted by a member of the community.

Archdruid

Archdruid

Medium Creature, any alignmentMedium Creature, any alignment
Armor Class 1616
[~<13]
+/-/*
Hit Points 132 (24d8+24)132 ([24d8+24])
[~1-6]
Speed 30 ft.30 ft.

STR
10 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
12 (+1)
WIS
20 (+5)
CHA
11 (+0)

Token URL:
Saving Throws Int +5, Wis +9 Int [+5], Wis [+9]
Skills Medicine +9, Nature +5, Perception +9 Medicine [+9], Nature [+5], Perception [+9]
Damage Vulnerabilities
Damage Resistances -
Damage Immunities -
Condition Immunities - -
Senses Passive Perception 19Passive Perception 19
Languages Druidic + two other languagesDruidic + two other languages
PB +4
Challenge 12 (8,400 XP)

[+instructions]

Spellcasting:The archdruid is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 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

[b]Spellcasting:[/b]The archdruid is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, [+9] to hit with spell attacks). It has the following druid spells prepared:
Cantrips (at will): [spell]druidcraft[/spell], [spell]mending[/spell], [spell]poison spray[/spell], [spell]produce flame[/spell]
1st level (4 slots): [spell]cure wounds[/spell], [spell]entangle[/spell], [spell]faerie fire[/spell], [spell]speak with animals[/spell]
2nd level (3 slots): [spell]animal messenger[/spell], [spell]beast sense[/spell], [spell]hold person[/spell]
3rd level (3 slots): [spell]conjure animals[/spell], [spell]meld into stone[/spell], [spell]water breathing[/spell]
4th level (3 slots): [spell]dominate beast[/spell], [spell]locate creature[/spell], [spell]stoneskin[/spell], [spell]wall of fire [/spell]
5th level (3 slots): [spell]commune with nature[/spell], [spell]mass cure wounds[/spell], [spell]tree stride[/spell]
6th level (1 slot): [spell]heal[/spell], [spell]heroes' feast[/spell], [spell]sunbeam[/spell]
7th level (1 slot): [spell]fire storm[/spell]
8th level (1 slot): [spell]animal shapes[/spell]
9th level (1 slot): [spell]foresight[/spell]

Actions

[~Hit +2, DC <13, DPR 0-1]

Scimitar: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.
Change Shape (2/Day): The archdruid magically polymorphs into a beast or elemental with a challenge rating of 6 or less, and can remain in this 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 on its turn. 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.

[b]Scimitar:[/b] Melee Weapon Attack: [+6] to hit, reach 5 ft., one target. Hit: 5 ([1d6+2]) slashing damage.
[b]Change Shape (2/Day):[/b] The archdruid magically polymorphs into a beast or elemental with a challenge rating of 6 or less, and can remain in this 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 on its turn. 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.

Legendary Actions

 

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Monster Statistics by Challenge Rating

CRProf. BonusACHPAttack BonusDamage / RoundSave DC
0+2<131-6<+30-1<13
1/8+2137-35+32-313
1/4+21336-49+34-513
1/2+21350-70+36-813
1+21371-85+39-1413
2+21386-100+315-2013
3+213101-115+421-2613
4+214116-130+527-3214
5+315131-145+633-3815
6+315146-160+639-4415
7+315161-175+645-5015
8+316176-190+751-5616
9+416191-205+757-6216
10+417206-220+763-6816
11+417221-235+869-7417
12+417236-250+875-8017
13+518251-265+881-8618
14+518266-280+887-9218
15+518281-295+893-9818
16+518296-310+999-10418
17+619311-325+10105-11019
18+619326-340+10111-11619
19+619341-355+10117-12219
20+619356-400+10123-14019
21+719401-445+11141-15820
22+719446-490+11159-17620
23+719491-535+11177-19420
24+719536-580+12195-21221
25+819581-625+12213-23021
26+819626-670+12231-24821
27+819671-715+13249-26622
28+819716-760+13267-28422
29+919761-805+13285-30222
30+919806-850+14303-32023

Damage Severity by Level

LevelSetbackDangerousDeadly
1-41d102d104d10
5-102d104d1010d10
11-164d1010d1018d10
17-2010d1018d1024d10

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