Page 211 - Volo's Guide to Monsters
P. 211
APPENDlX B 1 NONPI.AYER CHA'RACTERS
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one target. Hit: 8 (ld8 + 4) piercing damage.
overcoming resistances and immunity to nonmagical attacks.
Longbow. Ranged Weapon Attack: +6 to hit, range l 50/600 ft.,
The new form's attacks count as magical for the purpose of
spells with verbal or somatic components in its new form.
target. Hit: 7 (ld6 + 4) piercing damage.
actions) that the new form has but that it lacks. It can cast its
Shortsword. Melee Weapon Attack: +6 to hit, reach S ft., one
reactions (except class features, legendary actions, and lair
gains any special senses, proficiencies, traits, actions, and
Multiattack. The archer makes two attacks with its longbow.
and Dexterity are replaced by those of the new form, and it
ACTIONS
and ability to speak, but its AC, movement modes, Strength,
While in a new form, the archdruid retains !ts game statistics
or shortbow.
on its turn.
add ldlO to its next attack or damage roll with a longbow
archdruid can revert to its true form using a bonus action
Archer's Eye (3/Day). As a bonus action, the archer can
reverts to its true form if it dies or falls unconscious. The
with its new form, or is worn by the new form. The archdruid
Challenge 3 (700 XP)
can choose whether its equipment falls to the ground, melds
Languages any one language (usually Common)
and can remain in this form for up to 9 hours. The archdruid
Senses passive Perception 15
into a beast or elemental with a challenge rating of 6 or less,
Skills Acrobatics +6, Perception +5
Change Shape (2/Day). The archdruid magically polymorphs
11 (+O)
13 (+l)
16 (+3)
18 (+4)
11 (+O)
10 (+0)
get. Hit: 5 (ld6 + 2) slashing damage.
WIS
INT
CHA
STR
CON
DEX
Scimitar. Melee Weapon Attack: +6 to hit, reach S ft., one tar-
ACTIONS
Speed 30 ft.
Hit Points 75 (1 Od8 + 30)
9th level (1 slot):foresight
Armor Class 16 (studded leather)
8th level (1 slot): animal shapes
7th level (l slot): fire storm
Medium humanoid (ony race), ony alignment
6th level (1 slot): heal, heroes'feast, sunbeam
ARCHER
tree stride
5th level (3 slots): commune with nature, mass cure wounds,
wall of fire
sionally make good coin as brigands or caravan guards.
4th level (3 slots): dominate beast, locate creature, stoneskin,
civilization, serve as artillery in military units, and occa-
ter breathing
Archers defend castles, hunt wild game on the fringes of
3rd level (3 slots): conjure animals, meld into stone, wa-
2nd level (3 slots): animal messenger, beast sense, hold person
ARCHER
with animals
1st level (4 slots): cure wounds, entangle.faerie fire, speak
produce flame
Cantrips (at will): druidcraft, mending, poison spray,
spell attacks). It has the following druid spells prepared:
spellcasting ability is Wisdom (spell save DC 17, +9 to hit with
Spellcasting. The archdruid is an 18th-level spellcaster. Its
Challenge 12 (8,400 XP)
Languages Druidic plus any two languages
Senses passive Perception 19
Skills Medicine +9, Nature +5, Perception +9
Saving Throws Int +S. Wis +9
14 (+2)
11 (+0)
20 (+5)
12 (+1)
12 (+1)
10 (+0)
INT
WIS
STR
DEX
CON
CHA
Speed 30ft.
Hit Points 132 (24d8 + 24)
Armor Class 16 {h_ide armor, shield)
Medium humanoid (any race), any alignment
AltCBDRUID
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is usually guarded by loyal beasts and fey creatures.
Monster Manual for statistics), and the archdruid's lair
typically has one or more pupils who are druids (see the
there is a great threat to the natural order. An archdruid
mains. They seldom interact with civilized folk unless
Archdruids watch over the natural wonders of their do~
ARCHDRUID

