Medium Construct, Neutral
Armor Class 16 Natural
Hit Points 68 (8d8 + 32)
Speed 30 ft.
STR
16 (+3)
DEX
12 (+1)
CON
18 (+4)
INT
10 (+0)
WIS
14 (+2)
CHA
10 (+0)
Skills Perception +4
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision, Passive Perception 14
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits
  1. Luminescent Aura: The Arboreal Warden emits a soft glow in a 10-foot radius, shedding dim light. This light cannot be extinguished by non-magical means and persists until the Arboreal Warden is destroyed.

  2. Nature's Resilience: The Arboreal Warden has advantage on saving throws against spells and effects that would alter its form or control its actions.

  3. Regrowth: At the start of each of its turns, the Arboreal Warden regains hit points equal to its Wisdom modifier (minimum of 1) if it has at least 1 hit point and isn't in direct sunlight.

 

Actions
  • Multiattack: The Arboreal Warden makes two spear attacks.
  • Spear: Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 3) piercing damage.
  • Entangling Vines (Recharge 5-6): The Arboreal Warden summons vines from the ground in a 15-foot radius centered on itself. Each creature in that area must succeed on a DC 12 Strength saving throw or become restrained by the vines until the end of the Arboreal Warden's next turn.

 

Bonus Actions
  1. Luminous Aura: The Arboreal Warden can use its bonus action to intensify its glow, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. This aura lasts until the start of the Arboreal Warden's next turn.

  2. Rust Spikes: The Arboreal Warden can use its bonus action to release a burst of rusted metal spikes from its armor. Each creature within 10 feet of the Arboreal Warden must make a Dexterity saving throw, taking piercing damage on a failed save, or half as much damage on a successful one.

Reactions
  • Wooden Defense: When the Arboreal Warden is hit by a melee attack, it can use its reaction to impose disadvantage on the attack roll.

 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

The Arboreal Warden, medium in stature, stands as a solemn guardian amidst the rusted remnants of ancient ruins in the heart of the Dim Hallow. Its form, fashioned from weathered wood and imbued with the vibrant energy of lumen, looms tall and imposing against the backdrop of crumbling stone and overgrown vegetation. Clad in armor of rusty metal, the Arboreal Warden's presence is a stark contrast to the verdant surroundings. The metal, worn and corroded by the passage of time, serves as a testament to the ancient history of the ruins it now protects. Vines entwine around the jagged edges of the armor, reclaiming it for nature and blending it seamlessly with the surrounding forest. Despite the decay of its armor, the Arboreal Warden exudes an aura of mystical authority. Glowing runes, etched into the metal and pulsing with soft luminescence, speak of the creature's connection to the primal forces of the wilderness. Its medium size belies its imposing presence, commanding respect and awe from those who dare to approach. With each step, the Arboreal Warden emits a faint, ethereal glow, casting eerie shadows amidst the rusted remnants of a forgotten era. Its vigil is unwavering, a silent guardian standing sentinel against the ravages of time, ensuring that the secrets of the Dim Hallow remain shrouded in mystery for eternity.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: Underdark

ghostyboi98

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