Gargantuan Plant, Chaotic Good
Armor Class 16 (natural armor)
Hit Points 200 (20d12 + 70)
Speed 30 ft.
STR
23 (+6)
DEX
8 (-1)
CON
21 (+5)
INT
12 (+1)
WIS
16 (+3)
CHA
12 (+1)
Saving Throws CON +9
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing
Condition Immunities Charmed, Frightened, Poisoned
Senses Passive Perception 13
Languages Common, Druidic, Elvish, Sylvan
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

False Appearance. While the Cursed Guardian remains motionless, it is indistinguishable from a normal tree.

Siege Monster. The Cursed Guardian deals double damage to objects and structures.

Actions

Multiattack. The Cursed Guardian makes two slam attacks. it can also perform a magical attack in the place of a slam attack.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.

Rock. Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.

Entangle. (C) Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.

A creature in the area when the Cursed Guardian casts the spell must succeed on a DC14 Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against the spell save DC. On a success, it frees itself.

Poison Spray. The Cursed Guardian extends its hand toward a creature it can see within 2o ft. and project a puff of noxious gas from its palm. The creature must succeed on a DC14 Constitution saving throw or take 1d12 poison damage.

Animate Trees (1/Day). The Cursed Guardian magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the Cursed Guardian. The tree remains animate for 1 day or until it dies; until the Cursed Guardian dies or is more than 120 feet from the tree; or until the Cursed Guardian takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.

Bonus Actions

Ensnaring Strike. The next time the Cursed Guardian hits a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a DC14 Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.
While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed. 

Hail of Thorns. The next time the Cursed Guardian hits a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from its ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a DC14 Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.

Description

The Cursed Guardian has four glowing orbs attached to it. A creature can target a glowing orb, taking a -3 penalty to its attack roll. If the attack is successful, the attack counts as a critical hit. Each orb has 40 HP. If an orb is reduced to 0 HP or the Cursed Guardian loses 40 HP, an orb is destroyed. Each time an orb is destroyed, the Cursed Guardian's attack rolls and DC's for saving throws are reduced by 1.

Habitat: ForestMountainSwamp

Titansbane

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