Healing Waters. Able to cleanse, and purify water. Alongside provide
Spellcasting. The Well Guardian is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +18 to hit with spell attacks). The Well Guardian has the following spells prepared:
Cantrips (at will): Mage Hand, Guidance, Sacred Flame, Resistance
1st level (4 slots): Cure Wounds, Bless, Detect good and evil, Protection from good and evil
2nd level(3 slots): Augury
3rd level(3 slots): Call Lightning
Melee attack: +16 to hit
Ranged Attack: +13 to hit
Action Melee Attack. The Well Guardian uses its physical body to attack a target within its reach. This attack deals 2d8+4 bludgeoning damage on a hit.(+16 to hit)
Action Ranged Attack. The Well Guardian unleashes a blast of water from the Tobar Segais, shooting a jet of water up to 30 feet away. The target must make a Dexterity saving throw or take 4d6 bludgeoning damage, or half damage on a successful save.
Bonus Action: Healing Mist - The Well Guardian can use its bonus action to release a healing mist that surrounds itself and up to two nearby allies. Each creature in the mist regains hit points equal to the Well Guardian's Wisdom modifier (minimum of 1). The mist lasts for 1 minute or until the guardian dismisses it as a bonus action. The Well Guardian can use this ability once per long rest.
Bonus Action: Guardians Blessing - As a bonus action, the Well Guardian can choose to grant one ally within 30 feet of it an additional action on their next turn. This action can be used to attack, cast a spell, or take another action available to them on their turn. The Well Guardian can use this ability once per long rest.
Reaction: Warding Bond - When an ally within 30 feet of the Well Guardian is attacked, the guardian can use its reaction to create a magical bond between itself and the ally. The ally gains resistance to all damage and the guardian takes any damage the ally would take until the spell ends or until the bond is broken.
Reaction: Water Shield - The Well Guardian can use its reaction to surround itself with a protective shield of water, gaining resistance to all damage until the end of its next turn.
The Well Guardian is an ancient and powerful being that has had centuries to perfect its combat techniques. Through its deep understanding of the environment and its own abilities, it has learned to maximize its efficiency in battle, allowing it to take up to three legendary actions per turn. This mastery of its power and environment is one of the hallmarks of the Well Guardian's reputation as a formidable opponent.
Water Whip (Costs 1 Action). The Well Guardian can use its mastery of water to create a whip made of water and make a melee weapon attack against a target within 30 feet. If the attack hits, the target takes bludgeoning damage and is pulled up to 10 feet closer to the Well Guardian.
Healing Aura (Costs 1 Action). The Well Guardian can use a legendary action to radiate a healing aura that restores 30 hit points to itself and any friendly creatures within 30 feet. This aura can be used once per round.
Wall of Water (Costs 1 Action). The Well Guardian can use its magic to create a wall of water up to 30 feet long, 10 feet high, and 1 foot thick, centered on a point within 120 feet of it. The wall lasts 1 minute or until the Well Guardian dismisses it as legendary action. The wall provides cover and is difficult terrain for creatures other than the Well Guardian, and its Allies.
Description
The Well Guardian is a powerful and noble creature that takes the form of a face within the Tobar Segais, a mystical well of great power. Its face is weathered and wise, with kind eyes that radiate a soft blue light. Its body is made of water, with a humanoid shape that constantly shifts and changes. Despite its fluid form, the Well Guardian exudes a sense of calm and steadfastness, as it befits a being of its great power and wisdom.
As a creature of Lawful Good alignment, the Well Guardian protects the Tobar Segais and those seeking its aid. It is fiercely loyal to those who show it respect and kindness but will not hesitate to use its powers to defend the well and its secrets from those who would abuse its power. The Well Guardian is knowledgeable and deeply wise, with a wealth of knowledge about the history and lore of the well and its surrounding lands.
The well is a circular opening in the ground, lined with smooth, gray stones. Its waters shimmer and glow with a gentle light, as if reflecting the stars above. Surrounding the well are nine trees, each one a different species and associated with a different elemental force in the universe.
One tree is a tall oak with leaves that constantly rustle, its roots spreading deep into the earth. This tree represents the element of earth and is associated with spells of stone and soil.
Another tree is a slender birch with bark that peels in thin, papery layers. Its leaves shimmer like silver in the light, representing the element of air and associated with spells of wind and movement.
A third tree is a weeping willow, its long, thin branches reaching out like the fingers of a grieving spirit. This tree represents the element of water and is associated with spells of healing and restoration.
A fourth tree is a towering redwood, its bark deeply grooved and rough to the touch. This tree represents the element of fire and is associated with spells of destruction and burning.
A fifth tree is a gnarled and twisted blackthorn, its branches covered in thorns that glisten with poisonous venom. This tree represents the element of darkness and is associated with spells of shadow and decay.
A sixth tree is a delicate cherry blossom, its petals falling like snowflakes in the slightest breeze. This tree represents the element of light and is associated with spells of illumination and divination.
A seventh tree is a mighty cedar, its wood strong and fragrant, its branches reaching high into the sky. This tree represents the element of nature and is associated with spells of growth and harmony.
An eighth tree is a shimmering aspen, its leaves quivering like silver coins in the wind. This tree represents the element of ice and is associated with spells of cold and freezing.
The ninth and final tree is a grand old hickory, its trunk wide and gnarled, its branches spreading out like welcoming arms. This tree represents the element of life and is associated with spells of vitality and healing.
Lair and Lair Actions
The Well Guardian's above-ground lair is nestled in the heart of a dense forest, surrounded by towering trees that block out most of the sunlight. A small stream runs through the center of the lair, feeding into a shallow pool that glimmers in the dappled light.
The area around the pool is dominated by a circle of nine ancient trees, each one towering over the others and bearing leaves of a different color. The roots of the trees stretch out, intertwining with each other and creating a complex network of tunnels and passages beneath the forest floor.
The ground around the pool is covered in lush greenery and soft moss, and the air is rich with the scent of wildflowers and damp earth. Sunlight filters through the leaves of the trees, casting shifting patterns of light and shadow on the ground.
The Well Guardian's presence is palpable in the lair, and there is a sense of peace and tranquility that permeates the air. The sound of birdsong and rustling leaves blends with the gentle burbling of the stream, creating a serene and calming atmosphere that feels like a world away from the chaos of the outside world.
Lair Actions
On initiative count 20 (losing initiative ties), the Well Guardian takes a lair action to cause one of the following effects; the Well Guardian can’t use the same effect two rounds in a row:
- Radiant Burst: The Well Guardian emanates of radiant energy from its well, illuminating the area with blinding light. Each creature within an 80-foot radius of the lair must make a Dexterity saving throw, taking 10d6 radiant damage on a failed to save or half as much on a successful one. The light also reveals any hidden creatures or objects in the area.
- Thunderous Roar: The Well Guardian lets out a mighty roar, conjuring a powerful shockwave of thunderous energy that shakes the ground and harms its enemies. Each creature within a 30-foot radius of the lair must make a Constitution saving throw, taking 8d10 thunder damage on a failed to save or half as much damage on a successful one. Any creatures that fail their save are also knocked prone by the force of the blast.
Regional Effects
The region containing a legendary Well Guardian's lair is a forest, which creates one or more of the following effects:
- Forests Blessing: The forest surrounding the well is blessed by the Well Guardian's presence, and natural life thrives within its borders. Animals within 1 mile of the well are more docile and willing to interact with creatures they encounter. Additionally, plants grow stronger and healthier, providing plentiful food sources for those who know how to identify and gather them.
- Sunlights Blessing: Creatures within a 1-mile radius of the Well Guardian's lair feel a sense of tranquility and calmness. They have an advantage on Wisdom saving throws against being frightened and gain temporary hit points equal to the Well Guardian's proficiency bonus at the start of each of their turns. This effect persists for as long as they remain within the radius.
If the Well Guardian dies, these effects fade over the course of 5 days.
-The 9 trees also are beings, please refer to my other homebrew creations for their stat sheets(currently 4/10/23, they will be coming soon!!!)
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
4/11/2023 2:09:15 AM
|
4
|
1
|
--
|
Coming Soon
|
-
View User Profile
-
Send Message
Posted Apr 11, 2023The Oak Tree has been made, look up 'Guardian Tree' Terragor. Let me know what you think! Im done for tonight, will get the rest to you eventually.