Natural Cloak. Years of being surrounded by nature to the point of being homes for plants and small animals has given a useful benefit when it comes to camouflage, hiding it from most scrying until active.
Spell Absorb (Nature). Magic is weakened against Ancient Guardians, and are outright immune to nature based magic. Chance to absorb back some health from a failed spell, ~37% chance to absorb.
Ensnare: Summons forth vines that can ensnare up to two people for 1d4 turns. (DC save: 14+dex).
Sand Attack: Throws out conic wave of sand that blinds all in direction for 1d4 turns on a failed save (DC: 16)
Stone Strike. Melee Weapon Attack: +1 to hit, reach 10 ft., 2 target, or same target twice. Hit: ~8 (1d12 + 2) Bludgeoning damage.
Shatter: A final attack when only one guardian remains in a group, and is low health. Forces obelisk like arm into the ground and forces all energy outward to hopefully take out adversaries. Deals 2d12 Force damage, and knocks all in a 15 ft.circle back up to 20 ft.
Description
Withered stone is growing haven for plant life, granting a natural camouflage that lets them lie in wait for hapless adventurers to accidently trip over one and activate it's defensive protocols.
Ancient Guardians are in short what remains of carved stonework that has been overgrown with vines, and plant life, however for certain is always a common feature is a single obelisk like arm that it uses to club would be intruders.
Previous Versions
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8/12/2018 9:29:04 PM
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54
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2
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Coming Soon
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