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.
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.
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