Medium Beast (Shifter), Chaotic Neutral
Armor Class 16 Natural Armor
Hit Points 59 (5d10 + 21)
Speed 40 ft.
STR
20 (+5)
DEX
12 (+1)
CON
18 (+4)
INT
3 (-4)
WIS
12 (+1)
CHA
7 (-2)
Senses Truesight 60ft, Passive Perception 13
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Two-Realm Presence. If the Cursed Druid Guardian (physical) drops to 0 hit points, it is not defeated. Instead, it freezes in place, invulnerable, and may be easily revived by the Cursed Druid Guardian (spirit). Only if both are reduced to 0 hit points at the same time does it dissolve into dust.

Actions

Multiattack. The Cursed Druid Guardian (physical) makes two attacks: one with its bite and one with its claws.

Bite  Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 12 (2d6+4) slashing damage.

Revitalise. If the Cursed Druid Guardian (spirit) drops to 0 hit points, the Cursed Druid Guardian (physical) can spend its action to begin a spell. Before casting Revitalise The Cursed Druid Guardian (physical) uses its reaction to cast Shield If its concentration is not broken before the beginning of its next turn, the Cursed Guardian (physical) reawakens with 2d12 hitpoints restored.

Reactions

Sweeping Attack: If the Revitalise spell fails the Cursed Druid Guardian (physical) channels his cursed energy into a powerful swipe of his claws. Each creature in a 15-foot cone must make a DC 16 Dexterity saving throw, taking 21 (6d6) slashing damage on a failed save, or half as much damage on a successful one. Additionally, creatures hit by this attack must succeed on a DC 16 Constitution saving throw or become poisoned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the poison effect on itself on a success. 

Legendary Actions

The guardian can take 1 legendary action, choosing from the options below. Only one legendary action option 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. 

Feral Leap. The Cursed Druid Guardian (physical) leaps up to 30 feet in a straight line toward a target he can see. Each creature in the path must make a DC 15 Dexterity saving throw, taking 14(4d6) bludgeoning damage and being knocked prone on a failed save, or half as much damage on a successful one. 

Reactionary Attack: If it is not concentrating on Revitalising the Stone Circle Guardian (spirit), the Stone Circle Guardian (physical) can make one Bite attack against a creature that attacks it in melee.

 

Description

This Guardian was once a great elf druid until his spirit was thrown into the astral plane by an evil wizard. Now cursed to remain in Wolf form, he remains close to a crystal cave he made his den in. Although many have attempted to slay the beast none have succeeded. Rumored to be the father of Lycantopy by many although few have survived being attacked by this large beast. 

(This is only one half of the encounter/monster)

Sneeysnake

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