Medium Plant
Armor Class 15 (natural armor)
Hit Points 15 (2d8)
Speed 30 ft., Climb 20 ft.
STR
15 (+2)
DEX
10 (+0)
CON
16 (+3)
INT
3 (-4)
WIS
14 (+2)
CHA
2 (-4)
Saving Throws STR +4, WIS +4
Skills Athletics +4, Perception +4
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Poisoned
Senses Blindsight 30 ft., Tremorsense 10 ft., Passive Perception 14
Languages understands the languages you speak
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

Nature's Lifeblood. The following numbers increase by 1 when your proficiency bonus increases by 1: the guardian's skill and saving throw bonuses (above), the bonus to its Curative Liquids reaction, and the bonuses to hit and damage of its attacks. It also gains 7 maximum and current hit points when you gain a level in the Druid class, as well as an additional hit die.

Sap Guardian. In combat, the sap guardian shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you command it to take one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action.

Actions

Sap Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target you can see. Hit: 1d8 + 2 bludgeoning damage.

Sap Shot. Ranged Weapon Attack: +4 to hit, 30 ft. range, one target you can see. Hit: 1d6 + 2 blood damage.

Reactions

Curative Liquids. Whenever you cast a spell that restores hit points to a friendly creature, the sap guardian can use it's reaction to magically heal a different creature within 30 feet of it. That creature regains 1d8 + (2) hit points.

 

Description

You determine the creature’s appearance. This choice has no effect on its game statistics.

Previous Versions

Name Date Modified Views Adds Version Actions
2/7/2022 5:02:16 AM
11
1
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Coming Soon
Merlynn1

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