Huge Beast, Chaotic Neutral
Armor Class 16 (natural armor)
Hit Points 138 (12d12 + 60)
Speed 30 ft., Burrow 30 ft.
STR
23 (+6)
DEX
8 (-1)
CON
21 (+5)
INT
12 (+1)
WIS
16 (+3)
CHA
12 (+1)
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing, Thunder
Damage Immunities Poison
Condition Immunities Charmed, Frightened, Poisoned, Restrained
Senses Passive Perception 13
Languages Common, Druidic, Elvish, Sylvan
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

False Appearance. While the Guardian remains motionless, it is indistinguishable from normal foliage.

Siege Monster. The Guardian deals double damage to objects and structures.

Actions

Multiattack. The Guardian makes two slam attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.

Rock. Ranged Weapon Attack: +7 to hit, range 60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.

Blood Thorn:  (Twice per day) You imbue a single thorn with a deadly enchantment, hurling it out towards a creature that you can see within range. Ranged Weapon Attack: +7 to hit, range 60 ft., one target. Hit: 22 (4d10) piercing damage. 

If you hit you can choose an additional target for the blood thorn to seek, repeating the attack against a different target within 60 feet of the previous one and the thorn's new position. You can repeat this up to three times or until the attack misses. A creature cannot be targeted more than once.

Vine Cage: (Concentration) You target a creature who must make a DC 13/14 Strength saving throw. If the creature fails they are lifted 10 feet into the air and restrained by vines. At the start of their turn, they take 1d10 piercing damage as the vines tighten around them, They can use their action to repeat the saving throw and free themselves of the vines. If a creature were to die while restrained by the vines their body would become a seed for a new Blood Maze.

Reactions

Wall of Thorns:  If a creature attempts to disengage or run out of melee combat of the Guardian, it may create a 5 by 20 ft wall of thorns in front of them that deals 4d6 piercing damage to any creatures attempting to walk through.

Legendary Actions

Forced Carnage:  The Guardian sprouts 2-3 vines from its body and attempts to grab and pull 2-3 creatures within 5 feet of it. If the creature is not willing it can make a DC 14 Strength saving throw or be dragged to the Guardian taking 2d6 piercing damage along the way.

Howl of the Grove:  The Guardian lets out a horrendous howl that shakes the boots of all that can hear it. Creatures 40 feet away from the Guardian must make a DC 13 Wisdom saving throw. If they fail they are paralyzed, and their mind is sent into a random location in the Blood Maze. On each turn, they can repeat the saving throw at a DC 17 or attempt to find their way through the Maze. Additionally, an ally can spend an action to jostle them back to reality.

Habitat: ForestGrasslandSwamp

CptPepperjack

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