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A-r-k-l-i-t-e — Verdant Guardian [🤖]

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Published: 2024-02-06 04:31:43 +0000 UTC; Views: 176; Favourites: 14; Downloads: 3
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Description

Verdant Guardian

Large Fey, Neutral Good

Armor Class 18 (natural armor)

Hit Points 180 (19d10 + 76)

Speed 40 ft., burrow 20 ft., fly 60 ft.

STR 18 (+4) DEX 16 (+3) CON 18 (+4) INT 14 (+2) WIS 20 (+5) CHA 16 (+3)

Skills Perception +9, Nature +6

Damage Immunities poison

Condition Immunities charmed, frightened, poisoned

Senses darkvision 120 ft., truesight 60 ft., passive Perception 19

Languages Sylvan, Druidic

Challenge 12 (8,400 XP)

Legendary Resistance (3/Day). If the Verdant Guardian fails a saving throw, it can choose to succeed instead.

Magic Resistance. The Guardian has advantage on saving throws against spells and other magical effects.

Regeneration. At the start of its turn, the Verdant Guardian regains 20 hit points. If it takes fire or radiant damage, this trait doesn't function at the start of its next turn. The Guardian dies only if it starts its turn with 0 hit points and doesn't regenerate.

Multiattack. The Verdant Guardian makes three attacks: one with its slam and two with its root tendrils.

Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 4) bludgeoning damage.

Root Tendrils. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 4) slashing damage.

Woodland Grasp. The Guardian targets a creature within 60 feet of it. The target must succeed on a DC 17 Strength saving throw or be restrained by magical roots and vines. A creature restrained by this effect can use its action to make a DC 17 Strength check, freeing itself or another creature within its reach on a success. The effect can also be ended if the roots are attacked and destroyed (AC 15; hp 30; vulnerability to fire damage; immunity to bludgeoning, piercing, and slashing damage).

Verdant Aura. The Guardian can cast Entangle and Barkskin at will, without requiring material components. Its spellcasting ability for these spells is Wisdom.

Legendary Actions

The Verdant Guardian can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The Guardian regains spent legendary actions at the start of its turn.

Root Strike. The Guardian makes one root tendrils attack.

Sylvan Step (Costs 2 Actions). The Guardian magically teleports up to 60 feet to an unoccupied space it can see.

Healing Touch (Costs 3 Actions). The Guardian touches a creature it can reach, restoring 4d8+4 hit points to that creature.

Description The Verdant Guardian embodies the essence of ancient magic and the natural world. It protects the heart of the oldest forests and commands the power of nature to defend its domain. Its appearance is a majestic blend of wood, bark, and foliage, with a deep connection to the forest's soul. Its emerald eyes reflect age-old wisdom, and its presence exudes an aura of tranquility and protection.

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