Large unknown, Neutral Good
Armor Class 18 (natural armor)
Hit Points 152 (17d12 + 57)
Speed 50 ft.
STR
21 (+5)
DEX
19 (+4)
CON
26 (+8)
INT
24 (+7)
WIS
20 (+5)
CHA
23 (+6)
Saving Throws CON +16, INT +15, WIS +13, CHA +14
Damage Resistances Cold, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Poison, Radiant
Senses Darkvision 120 ft., Passive Perception 24
Languages Abyssal Understands, but cannot speak., Celestial Understands, but cannot speak., Common Understands, but cannot speak., Druidic Understands, but cannot speak., Dwarvish Understands, but cannot speak., Elvish Understands, but cannot speak., Giant Understands, but cannot speak., Giant Eagle Understands, but cannot speak., Giant Elk Understands and can speak., Giant Owl Understands, but cannot speak., Halfling Understands, but cannot speak., Primordial Understands and can speak., Sylvan Understands, but cannot speak., Telepathy 120 ft., Winter Wolf Understands, but cannot speak. --
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

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

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

Druidic Master. The Woodland Guardian is immune to the effects of spells that can be cast by druids.

Nature Spirit. All naturally occurring and non-controlled beasts and plants are friendly toward this creature. If they are within 40 feet of the Woodland Guardian, the Woodland Guardian can command them to perform any action within that entity's capabilities. Essentially passive animal friendship, beast bond, and speak with animals.

Spellcasting. The Woodland Guardian is a 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The Woodland Guardian has the following spells prepared:

Cantrips (at will): Blade Ward, Guidance, Light, Spare the Dying.

1st Level (4 slots): Bless, Comprehend Languages, Detect Poison and Disease, Healing Word.

2nd Level (3 slots): Aid, Lesser Restoration, Moonbeam.

3rd Level (3 slots): Aura of Vitality, Mass Healing Word, Plant Growth.

4th Level (3 slots): Aura of Purity, Conjure Woodland Beings, Control Water.

5th Level (3 slots): Control Winds, Greater Restoration, Reincarnate.

6th Level (2 slots): Find the Path, Transport via Plants.

7th Level (2 slots): Divine Word, Resurrection.

8th Level (1 slot): Antimagic Field.

9th Level (1 slot): Astral Projection.

 

Actions

Prong with horns. Magical Melee Weapon Attack: +14 to hit, reach 10 ft., two targets. Hit: (2d8 + 6) piercing damage.

Stomp. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: (2d6+3) nonmagical bludgeoning damage.

Charge. Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: (3d6+8) nonmagical bludgeoning and slashing damage. Target must succeed a dexterity saving throw or be stunned until the end of their next turn and pushed 10 feet back (unless they succeed a strength saving throw. Results in Woodland Guardian moving up to 30 feet, stopping at target's prior location or in front of target if they cannot be moved.

Multiattack. The Woodland Guardian makes 2 melee attacks.

 

Legendary Actions

The Woodland Guardian can take 4 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 Woodland Guardian regains spent legendary actions at the start of its turn.

Attack. The Woodland Guardian makes one melee attack.

Move. The Forest Guardian moves up to half its speed.

Moonbeam. The Woodland Guardian can cast moonbeam without expending a spell slot.

Cure Wounds. The Woodland Guardian can cast cure wounds on itself or an ally without expending a spell slot.

 

Habitat: ForestHillMountain

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