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.
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.
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
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2/7/2022 5:02:16 AM
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Coming Soon
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