5e SRD >Creatures >


Medium humanoid (any), neutral

Armor Class 19 (natural armor)
Hit Points 300 (24d8+192)
Speed 40 ft.

15 (+2) 18 (+4) 27 (+8) 20 (+5) 23 (+6) 23 (+6)

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)



  • 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.
  • Oaken Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 6 (1d8+2) bludgeoning damage plus 14 (4d6) force damage.
  • 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.
  • 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.


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.

An archdruid’s 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.

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.

Section 15: Copyright Notice

Tome of Beasts 2. © 2020 Open Design LLC; Authors Wolfgang Baur, Celeste Conowitch, Darrin Drader, James Introcaso, Philip Larwood, Jeff Lee, Kelly Pawlik, Brian Suskind, Mike Welham.

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