Huge Plant, Neutral
Armor Class 20 natural armor
Hit Points 355 (10d20 + 250)
Speed 60 ft., Walk 60 ft., Burrow 30 ft.
STR
25 (+7)
DEX
19 (+4)
CON
30 (+10)
INT
8 (-1)
WIS
12 (+1)
CHA
9 (-1)
Saving Throws DEX +13, CON +19, WIS +10
Damage Vulnerabilities Acid, Cold, Necrotic
Damage Resistances Force; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 10 ft., Tremorsense 180 ft., Passive Perception 22
Languages Celestial Celestial - Telepathy - 120ft Celestial
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Legendary Resistance (3/Day). If the hollow dragon fails a saving throw, it can choose to succeed instead.

Charge. If the Guardian moves at least 20 feet straight toward a target and then hits it with a Grappling Strike on the same turn, the target takes an extra (1d12 + 8) Bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.

Actions

Multiattack. The Guardian takes 2 Melee Weapon Attack's and 1 Log Throw

Grappling Strike. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 37 (5d8 + 15) Bludgeoning damage. On a hit the Creatures makes a Dex Saving throw DC 18, on failure the creature is restrained, you can only restrain one creature at a time. On the creatures turn it they can remake the save as an action to break free

Vine Whip Strike. Melee Weapon Attack: +8 to hit, reach 60 ft., one target. Hit: 31 (6d6 + 10) Piercing damage. If the creature hit is Huge or smaller, you pull the creature up to 20 feet closer to you.
The Guardian Swing thick vine-like whip covered in thorns that lashes out at your command toward a creature in range.

Log Throw.  Attack: +8 to hit, range 80/200 ft., one target. Hit: 44 (5d12 + 12) Bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.

Legendary Actions

The Guardian can take 3 legendary actions (+ 2 when Half health), choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The Guardian regains spent legendary actions at the start of its turn.


Consuming Embrace (Costs 2 Actions).
 Creatures Grappled by the Guardian are pulled within its mass with only a few limbs free (DM's choice). While inside the Guardian the creature they are Incapacitated and make Con save throw DC 17, on failure the creatures fells intruding vines and root probing and piercing your flesh taking 3d8 Piercing damage, on a successful save the creature takes half and can make a Athletics or Acrobatics Skill Check DC 17 to escape the Consuming Embrace. On the Creatures turn they can remake the Save

Shield Growth (Costs 2 Actions). A thick and flat disk of roots and bark grow on the arm of the Guardian. Until the Guardian's next turn it has +3 AC. On a hit exceeding AC + 10 or Critical hits the Shield Growth breaks of and leaves this leaves the Guardian with -2 AC until its next turn.

Restricting Roots (Costs 3 Actions). Roots under the ground emerge and thrash creatures. A 20ft sphere within 60ft of the guardian Str save DC 17, on failure restrained and 4d10 Bludgeoning damage, On success the creature takes half damage. The area is considered Difficult terrain for 1 minute.

Enchanted Seed Barrage (Costs 4 Actions). Magic infused Seed are shot from the roots rapidly at creatures within a 20ft radius sphere within 60ft of the Guardian make a Dex save DC 18, on failure the creature is hit with 1d6 seed dealing 3d6 piercing damage per seed, on the creatures turn the seeds vibrate and begin to grow within the creature dealing 2d6 piercing damage. A creature or ally can use an action to remove 1d6 seed or 1d12 if proficient in survival or medical kit. 

Description

The Seed of Beginnings imbues the plants around its on contact creating a Guardian filled with the powers of gods. This Guardian can start as a simple stick, leaf or blade of grass but it will grow, drift, roll and find more plants or plant matter growing as it encounters more. Within a day unrestrained in a forest the Guardian grows to full strength becoming a homogamy of plants, trees, moss and roots.

Lair and Lair Actions

Lair Actions

On initiative count 20 (losing initiative ties), the Guardian of the Seed takes a lair action to cause one of the following effects; the Guardian of the Seed can’t use the same effect two rounds in a row:

  • Plants Animate into the forms of creatures within 120ft cast Conjure Woodland Beings at 8th level.
  • The Guardian is heard screaming within the heads of creatures within 60ft,  Wisdom Save DC 16, on a failure they take 5d8 Psych Damage and are Frightened. 
  • Multiple 1d8 bright (1d20)(1,9) Blue, (10,18) Green, and (19,20) Red Bulb appear within the arena at least 50ft away from the Guardian and begin to swell with magical energy as the grow rapidly to maturity. Creatures can take an Bonus actions to eat a Bulb they make a Con Save DC 14 , on failure they throw up and gain nothing. The Guardian eats the Bulb as a free action

     Blue: When a Creature eats this they gain 10d12 Temporary Hit point, when the Guardian eats this it gains 10d6 Hit Points
     Green: When a Creature eats this they gain Advantage on attacks/ Spell attacks for 2 turns, when the Guardian eats this they Spread roots outwardly 30ft grappling all creatures   against the Guardian
     Red: When a Creature eats this they are empowered with Advantage on Savings throws for the next minute, when the Guardian eats this they Borrow and move any where within   120ft, appearing out of the ground if any creatures are above the Guardian they make a Dex Saving Throw DC 18. When they fail they get knocked back and fall prone 5ft from the   guardian, on success they jump back 15ft away.

Regional Effects

The region containing a legendary Guardian of the Seed’s lair is overgrown with rare and tropical plants charged with unique magical energy, which creates one or more of the following effects:

  • When Creatures Provoke the Guardian exotic flowers bloom and release a potent and powerful pollen. Creatures make a Wis saving throw DC 16, on success they are immune to the pollen, on failure they take 1 level of Exhaustion and retake the saving throw every round.

If the Guardian of the Seed dies, these effects fade over the course of 1d8 days.

Monster Tags: AngelplantInevitable

Habitat: Forest

SbarbRebirth

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