17 (+2 leather armor, +2 ring of protection)
150 (20d8 + 60)
walk 30 ft.
Str +4, Dex +4, Con +5, Int +10, Wis
darkvision 60 ft.
Auran, Common, Druidic, Elvish
18
+6
Keyleth has advantage on saving throws against being charmed, and magic can't put her to sleep.
Keyleth has advantage on Constitution saving throws made to maintain concentration on spells.
Keyleth wears a circlet of wisdom (which increases her Wisdom score by 2), +2 leather armor, and a ring of protection with a +2 bonus. She wields the Spire of Conflux (see page 209).
Keyleth is a 20th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 22, +14 to hit with spell attacks). She has the following druid spells prepared: • Cantrips (at will): druidcraft, guidance, mending • 1st level (4 slots): cure wounds, faerie fire, fog cloud, healing word, thunderwave • 2nd level (3 slots): alter self (at will), flaming sphere, gust of wind, pass without trace • 3rd level (3 slots): call lightning, wind wall • 4th level (3 slots): blight, control water, grasping vine, polymorph, stone shape • 5th level (3 slots): conjure elemental, greater restoration, scrying, wall of stone • 6th level (2 slots): heroes' feast, move earth, transport via plants • 7th level (2 slots): fire storm, plane shift • 8th level (1 slot): control weather • 9th level (1 slot): foresight, shapechange
Keyleth casts shapechange to transform into a planetar, an adult bronze dragon, or another creature of CR 20 or lower that is not a construct or undead.
When Keyleth falls at least 20 feet, she lands with meteoric force. Each creature within 20 feet of her must succeed on a DC 19 Dexterity saving throw or take 1d6 bludgeoning damage for every 10 feet Keyleth fell. Keyleth still takes falling damage while in earth elemental form.
Keyleth casts chain lightning (spell save DC 22) from the Spire of Conflux at a creature she can see within 150 feet of her.
Keyleth magically polymorphs into a beast or elemental of CR 6 or lower. Her game statistics are replaced by the statistics of the new form, but she retains her alignment, personality, and Intelligence, Wisdom, and Charisma scores. She also retains all of her skill and saving throw proficiencies, in addition to gaining those of the new form. She assumes the new form's hit points and Hit Dice and returns to the number of hit points she had when she reverts to her normal form. Any equipment she is wearing or carrying is absorbed or borne by her new form (her choice). She reverts to her humanoid form as a bonus action, or when she falls unconscious. Her attacks in Wild Shape form are magical, and she can cast spells while transformed.
Keyleth casts healing word, restoring 16 (4d4 + 6) hit points to herself or another creature she can see within 60 feet of her.