Medium Plant, Any Alignment
Armor Class 12 (natural armor)
Hit Points 16 (3d8 + 3)
Speed 30 ft.
STR
13 (+1)
DEX
10 (+0)
CON
12 (+1)
INT
8 (-1)
WIS
12 (+1)
CHA
5 (-3)
Saving Throws CON +3
Skills Athletics +3, Perception +3
Condition Immunities Charmed, Frightened
Senses Passive Perception 13
Languages Understands Common but can't speak it
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Illusion Affinity. The guard is immune to the effects of any spells from the school of illusion.

Barbed Weaponry. When a creature fails its Dexterity saving throw against Barb Blast by 5 or more, or if the total of the attack roll for Barbed Spear exceeds the target's AC by 5 or more, a thorn is stuck in the target. This thorn deals 1 piercing damage to the target whenever it uses an action or moves more than half its speed in a turn. The target or any creature within 5 ft. of the target can use an action to remove the thorn. 

Actions

Barbed Spear. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands. 

Barb Blast. The guard shoots a cluster of barbed thorns at a space it can see within 30 ft. Any creatures within 5 ft. of that space must succeed on a DC 11 Dexterity saving throw or take 1d6 piercing damage. 

Description

Rose guards serve knights of flowers in protecting sources of magic. These sources of magic were usually responsible for infusing local fauna and creating the rose guards in the first place. 

Habitat: ForestGrasslandHillSwamp

ThePimDnDViking

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