Living Construction. The bloom warden regains 5 hit points at the start of its turn. If a bloom warden takes poison or necrotic damage, this trait doesn’t function at the start of its next turn. A bloom warden dies only if it starts its turn with 0 hit points and doesn’t regenerate. Lost or severed limbs regrow when the bloom warden reaches full hit points.
Verdant Purpose. Despite a bloom warden’s limited capacity for greater reasoning, it possess an uncanny knowledge for plants, gardening, and landscaping. Treat the bloom warden’s Intelligence (Nature) rolls as automatic critical successes.
Innate Spellcasting. A bloom warden's spellcasting ability is Wisdom (spell save DC 18). The bloom warden can innately cast the following spells
At will: druidcraft, plant growth
1/day: move earth
Multiattack. A bloom warden makes one Uproot and two Prune attacks.
Uproot. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) piercing damage and the target is grappled (Escape DC 17). Until this grapple ends the bloom warden can't use Uproot on another target.
Prune. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) slashing damage. If the bloom warden has the target grappled it makes these attacks with advantage.
Detain. One creature the bloom warden has grappled must make a DC 17 Constitution saving throw. On a failed save, the creature takes 38 (5d12 + 6) bludgeoning damage or half as much on a success. Creatures that are reduced to 0 hit points by this ability are stable.
Description
These constructs assist Sepal in her duties as warden of the fey prison. Created by Adderweed, they are mindless beings who tend to their duties with calculated efficiency.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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5/13/2021 11:28:20 AM
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7
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1
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1.0.0
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Coming Soon
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