Frostbough Archdruid - AI-generated fantasy Monster

Frostbough Archdruid

The Frostbough Archdruid was once the voice of a gentle grove, but years of watching settlers, raiders, and empires strip the north of life hardened its faith into a weapon. Now it has become the winter's chosen interpreter, convinced that mercy is only meaningful when it survives the blizzard.

Mediumhumanoid(Circle of the White Thorn)CR 10neutral

Frostbough Archdruid

druidlegendaryarcticbosscontrollerspellcasternatureice
HP168AC16SPD30 ft., climb 20 ft.CR10NaturePerceptionStealthSurvival
STR
12
DEX
16
save
CON
22
save
INT
18
WIS
20
save
CHA
10
Arctic Amphibious. The archdruid can breathe and speak normally while underwater or in ice tunnels, and it ignores difficult terrain made of snow or ice.
Legendary Resistance. If the archdruid is forced to make a saving throw, it can choose to succeed instead. It can use this trait 3 times per day.
Winter's Veil. The archdruid has advantage on saving throws against spells and other magical effects.
Spellcasting. The archdruid can cast druid spells and wields the power of the frozen wilds.
Multiattack. The archdruid makes two Icewood Staff attacks.
Icewood Staff. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 10 () bludgeoning damage plus 4 () cold damage. If the target is a creature, it must succeed on a Strength saving throw or be pushed up to 10 feet away from the archdruid.
Rime Thorn. Ranged Spell Attack: to hit, range 90 ft., one target. Hit: 18 () cold damage, and the target's speed is reduced by 10 feet until the start of the archdruid's next turn.
Whiteout Invocation. The archdruid tears open a 20-foot-radius blizzard centered on a point it can see within 120 feet. The area is heavily obscured and difficult terrain until the end of the archdruid's next turn. Each creature in the area must make a Constitution saving throw, taking 27 () cold damage on a failed save, or half as much damage on a successful one.
Frozen Retort. When the archdruid takes damage from a creature it can see within 60 feet, it wreathes itself in jagged ice. The attacker must succeed on a Dexterity saving throw or take 7 () cold damage.
Drift Step. The archdruid moves up to half its speed without provoking opportunity attacks. Until the end of the movement, it ignores difficult terrain created by snow, ice, or plants.
Frost Snap (Costs 2 Actions). The archdruid casts Frost Snap, a burst of freezing needles. Each creature of its choice within 15 feet must make a Dexterity saving throw, taking 9 () cold damage on a failed save, or half as much damage on a successful one. A creature that fails is also unable to take reactions until the start of its next turn.
Summon Winter Beast (Costs 3 Actions). The archdruid summons a winter beast spirit in an unoccupied space it can see within 60 feet. The spirit lasts until the end of the archdruid's next turn, uses the statistics of a wolf, and deals an extra 4 cold damage on a hit. The spirit acts immediately after the archdruid in initiative.
Cantrips
Spellcastingabjuration The archdruid is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It requires no material components for druid spells cast using its focus.
Cantripstransmutation At will: druidcraft, guidance, frostbite, produce flame
1st level
1st Levelconjuration 3/day each: entangle, fog cloud, healing word, ice knife
2nd level
2nd Levelconjuration 3/day each: lesser restoration, pass without trace, spike growth
3rd level
3rd Levelevocation 2/day each: sleet storm, plant growth, call lightning
4th level
4th Leveltransmutation 1/day each: ice storm, polymorph, wall of stone
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