Kryx RPGThemesCreatures

Archdruid

Medium humanoid (any species)
Challenge
12

STR
0
DEX
3
CON
2
INT
1
WIS
5
CHA
0

156
24d8+48
20
Fort
+4
Ref
+3
Will
+7
Defense note hide, shield

Speed 5 m.
Skills Insight +5 (16), Medicine +9 (20), Perception +9 (20), Primal +9 (20), Wilderness +9 (20)
Languages Druidic plus any two languages

Actions (2)

Scimitar. Melee Weapon Attack: +7 to hit, reach 1 m. Hit: 6 (1d6 + 3) slashing damage.

Change Shape (2/day). The archdruid magically polymorphs into an animal 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 on its turn (no action required).

While in a new form, the archdruid retains its game statistics and ability to speak, but its Defense, movement modes, Strength, and Dexterity are replaced by those of the new form, and it gains any special senses, proficiencies, traits, two 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 in its new form.

The new form’s attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks.

Forest, Mountain, Swampvgtm

No concoctions, maneuvers, or spells

All creatures in this system should have maneuvers or spells. You should add some maneuvers or spells to this creature. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all creatures via https://github.com/mlenser/kryx-rpg-issues/issues/9