Page 250 - Monster Manual Expanded III Dragonix
P. 250

Appendix A: NonPlayer Characters





         Archdruid, Legendary                                   Teleport. The archdruid magically teleports, along with any

         Medium humanoid (any race), any alignment              equipment it is wearing or carrying and any creatures it has
                                                                grappled, up to 60 feet to an unoccupied space it can see.
         Armor Class 16 (hide armor, shield)                    Legendary Actions
         Hit Points 162 (25d8 + 50)
         Speed 30 ft.                                           The archdruid can take 3 legendary actions, choosing from the
                                                                options below. Only one legendary action option can be used at a
                                                                time and only at the end of another creature's turn. The archdruid
             STR           DEX           CON           INT           WIS           CHA
                14 (+2)      14 (+2)       14 (+2)      16 (+3)     20 (+5)      13 (+1)  regains spent legendary actions at the start of its turn.
                                                                Cantrip. The archdruid casts a cantrip.
         Saving Throws Dex +7, Int +8, Wis +10                  Scythe. The archdruid attacks with its Scythe.
         Skills Medicine +10, Nature +8, Perception +10         Teleport. The archdruid uses its Teleport action.
         Damage Resistance nonmagical bludgeoning, piercing, and   Cast a Spell (Costs 1-3 Actions). The archdruid expends a spell slot
           slashing (from stoneskin)                              to cast a 1st-, 2nd-, or 3rd-level spell that it has prepared. Doing so
         Senses passive Perception 20                             costs 1 legendary action per level of the spell.
         Languages Druidic plus any three languages
         Challenge 16 (15,000 XP)      Proficiency Bonus +5

         Legendary Resistance (3/Day). If the archdruid fails a saving throw,
         it can choose to succeed instead.
         Actions
         Scythe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
         5 (1d6 + 2) slashing damage, plus 7 (2d6) radiant (good) or 7 (2d6)
         poison (neutral) or 7 (2d6) necrotic (evil) damage.
         Spellcasting. The archdruid is an 20th-level spellcaster. Its
         spellcasting ability is Wisdom (spell save DC 18, +10 to hit with
         spell attacks). It has the following archdruid spells prepared:
         Cantrips (at will): druidcraft, mending, poison spray (4d12),
           produce flame (4d8)
         1st level (4 slots): cure wounds, entangle, thunderwave
         2nd level (3 slots): lesser restoration, heat metal, spike growth
         3rd level (3 slots): conjure animals, erupting earth, tidal wave
         4th level (3 slots): dominate beast, ice storm, stoneskin*
         5th level (3 slots): awaken, tree stride, wrath of nature
         6th level (2 slots): heal, heroes’ feast, sunbeam
         7th level (2 slots): fire storm, plane shift, regenerate
         8th level (1 slot): animal shapes, sunburst
         9th level (1 slot): foresight*, shapechange
         *The archdruid casts these spells on itself before
          combat.






























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