b'Archdruid \n'b'  Medium   humanoid  (any),  neutral  \n'b'  Armor Class  19 (natural armor)  Hit Points  300 (24d8+192)  Speed  40 ft.\n'b' STATS STR: 15 (+2) DEX:  18 (+4)  CON:  27 (+8)  INT:  20 (+5)  WIS:  23 (+6)  CHA:  23 (+6)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +12,  Con  +16,  Wis  +14  Skills   Athletics  +10,  Insight  +14,  Nature  +13,  Perception  +14  Damage Vulnerabilities  necrotic  Damage Resistances  bludgeoning, piercing, slashing  Damage Immunities  poison  Condition Immunities   paralyzed ,  poisoned ,  prone   Senses  passive  Perception  24  Languages  Common, Deep Speech, Druidic, Elvish, Sylvan, Treant  Challenge  25 (75,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Dependency . The archdruid requires at least 10 minutes of sunlight each day in order to fuel her abilities. For every day without exposure to sunlight, she accrues one level of  exhaustion . \n'b'  Evasion . When the archdruid makes a  Dexterity  saving throw to reduce the damage of a spell or  attack , on a success she takes no damage and on a failure she takes half damage. \n'b'  Legendary Resistance (3/Day) . If the archdruid fails a saving throw, she can choose to succeed instead. \n'b'  Magic Weapons . The archdruid\xe2\x80\x99s weapon attacks are magical. \n'b'  Plant Conjurer . By spending a bonus action, the archdruid can conjure up to 10 plant creatures of CR 4 that appear in unoccupied spaces within 100 feet. By spending an action, she can summon 5 plant creatures of CR 10 or less instead, and by performing a 1 minute ritual, the archdruid can summon a plant creature of up to CR 20. Creatures summoned with Plant Conjurer remain for 1 hour before disappearing. \n'b'  Plant Friend (6/Short Rest) . The archdruid is constantly under the effects of a  speak with plants  spell and can innately cast  awaken  without the need for components. \n'b'  Potent Blow . By spending a bonus action after dealing damage with a  melee attack , the archdruid can force her target to make a DC 22  Wisdom  save or gain one of the following conditions for 1d4 rounds:  blinded ,  deafened ,  poisoned ,  prone , or  stunned . \n'b'  Spellcasting . The archdruid is a 20th-level spellcaster that uses  Wisdom  as her spellcasting ability (spell save DC 22; +14 to hit with spell attacks). The archdruid has the following spells prepared from the  druid\xe2\x80\x99s  spell list:\n'b'\n'b'\n'b'  Cantrips : druidcraft,  mending , poison spray,  produce flame  \n'b'  1st level (4 slots) :  charm person ,  cure wounds ,  detect magic ,  healing word ,  thunderwave  \n'b'  2nd level (3 slots) :  darkvision ,  enhance ability ,  heat metal ,  lesser restoration ,  locate animals or plants ,  moonbeam ,  pass without trace ,  spike growth  \n'b'  3rd level (3 slots) :  call lightning ,  daylight ,  dispel magic ,  meld into stone ,  plant growth ,  protection from energy ,  water breathing  \n'b'  4th level (3 slots) :  blight ,  confusion ,  freedom of movement ,  giant insect ,  hallucinatory terrain ,  ice storm ,  polymorph ,  stone shape  \n'b'  5th level (3 slots) :  commune with nature ,  geas ,  greater restoration ,  insect plague ,  mass cure wounds ,  reincarnate ,  scrying ,  tree stride  \n'b'  6th level (2 slots) :  conjure fey ,  find the path ,  heal ,  move earth ,  sunbeam ,  transport via plants ,  wall of thorns  \n'b'  7th level (2 slots) :  fire storm ,  regenerate  \n'b'  8th level (1 slot) :  earthquake  \n'b'  9th level (1 slot) :  storm of vengeance  \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The archdruid makes any combination of ten oaken slam attacks and ironwood dart attacks, or she casts a spell and makes a combination of five oaken slam attacks and ironwood dart attacks. \n'b'  Oaken Slam .  Melee Weapon Attack : +10 to hit, reach 10 ft., one target.  Hit : 6 (1d8+2) bludgeoning damage plus 14 (4d6) force damage. \n'b'  Ironwood Dart .  Ranged Weapon Attack : +12 to hit, range 20/60 ft., one target.  Hit : 6 (1d4+4) piercing damage plus 3 (1d6) acid, 3 (1d6) cold, 3 (1d6) fire, and 3 (1d6) lightning damage. \n'b'  Supreme Wildshape . The archdruid innately casts  shapechange  on herself without expending a spell slot or using any components, or concentration. She can only transform into beasts while using shapechange in this way. \n'b'\n'b' ABOUT \n'b' The pinnacle of druid ways means that by the time an adventurer empowered by nature leaves the conflicts of dungeon delving behind, they truly become one with the world and an extension of nature itself. Archdruids have outlived their closest allies and family members, and over the decades they drift away from their individual egos as they change into extensions of their groves or the regions in which they dwell. When interacting with one it is rare to hear their real voice-they prefer to speak through the rustling of leaves, cracking stones, sifting sand, and the water bubbling through a stream. \n'b' An archdruid\xe2\x80\x99s fundamental concern is maintaining balance, whether that be in elemental matters, the encroachment of civilization into the wilderness, or anomalous weather. Avatars of all sorts show them a great measure of respect and even epic elementals will pause in their rage to be addressed by an archdruid. They dearly cherish the natural order but are active gardeners that frequently prune and nurture different parts of their homes (creatures and vegetation alike). This also often makes them arbiters between kingdoms and the world at large-when they feel nature has been offended they do not hesitate to turn the fury of entire forests and volcanoes upon entire nations. \n'b' As former adventurers themselves archdruids are eager to help lesser druids, rangers, adepts, and anyone else seeking to maintain the balance of nature. Those that rely upon technology are the exception, instantly earning ire and scorn if not physical removal from the realm as well. Although they are creatures of magic, archdruids are extremely dangerous warriors too and relish in the fervor of melee combat, swiftly striking their enemies so fast their blows become a blur.'