Bloodwell Pearl. On the back of the Bloodwell Guardian grows a bloodpearl. The bloodpearl can be pulverized and steeped in a drink to make a maximum of 6 bloodwell tonics. A creature that drinks a bloodwell tonic gains the effect of the Death Ward spell.
Endless Blood. Whenever a creature takes damage from the effect of a bloodwood spire, the Bloodwell Guardian regains 3 hit points.
Bloodletting. Whenever the Bloodwell Guardian fails a saving throw, it can choose to take 30 damage to succeed on the saving throw instead.
Multiattack. The Bloodwell Guardian makes two Slash attacks and uses Bloodwood Spires if available.
Slash. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (2d12+4) slashing damage and the target must make a DC 15 Constitution saving throw. On a failure the Guardian heals for half the damage its attack dealt.
Bloodwood Spires (Recharge 5-6). The Bloodwell Guardian summons 3 spires of red veined wood at points of its choice within 60 feet of it. Each spire is large, has an AC of 16, 25 hit points, and projects a 10-foot radius haze of bloody energy. When a creature enters the area for the first time on a turn or starts its turn there it must make a DC 15 Constitution saving throw, taking 11 (2d10) necrotic damage and becoming unable to regain health until the beginning of their next turn on a failure, or half as much damage and no secondary effect on a success. Spires decay after 1 minute, and there can be 6 spires activate at a time (oldest replaced).
End of Arbor (3/Day). As a reaction to a creature triggering the effect of a Bloodwood Spire, the Bloodwell Guardian can cause the spire to detonate. The range and damage of the spire's effect doubles, potentially affecting more targets, and the spire crumbles into dust.
Comments