Armor Class 18 Natural
Hit Points 325 (26d12 + 156)
Speed 45 ft.
STR
24 (+7)
DEX
10 (+0)
CON
24 (+7)
INT
6 (-2)
WIS
15 (+2)
CHA
10 (+0)
Saving Throws STR +12, CON +12, WIS +7
Damage Resistances Cold, Necrotic; Bludgeoning, Piercing, and Slashing from Mundane Attacks
Damage Immunities Poison
Senses Blindsight 100 ft, Darkvision 300 ft, Passive Perception 12
Languages Elvish, Sylvan But cant speak it
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Corrupted Vitality: The Corrupted Guardian regains 15 hit points at the start of each of its turns as long as it is standing on natural terrain. This regeneration is halted for one round if it takes radiant or fire damage.

Magic Resistance: The Corrupted Guardian has advantage on saving throws against spells and other magical effects.

Corrupting Aura: The ground in a 30-foot radius around the Corrupted Guardian is difficult terrain for creatures other than the Corrupted Guardian. At the start of the Corrupted Guardian's turn, any creature standing in the aura must make a DC 18 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much on a successful one.

Actions

Multiattack: The Corrupted Guardian makes two Slam attacks and one Root Snare attack.

Slam: Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.

Root Snare: Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 18 (3d8 + 7) bludgeoning damage, and the target is grappled (escape DC 18). Until the grapple ends, the target is restrained, and the Corrupted Guardian can’t use its Root Snare on another target.

Void Bolt: Ranged Weapon Attack: +9 to hit, range 120 ft., one target. Hit: 24 (4d10) necrotic damage. The target must succeed on a DC 18 Constitution saving throw or have their flying speed reduced to 0 until the end of their next turn as void energy disrupts their ability to fly.

Void Infusion (Recharge 5-6): The Corrupted Guardian slams the ground, causing corrupted energy to erupt from the earth in a 40-foot radius centered on itself. Each creature in that area must make a DC 18 Dexterity saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much on a successful one. In addition, the area becomes corrupted for 1 minute. Any creature other than the Corrupted Guardian that starts its turn in the area takes 13 (3d6) necrotic damage.

Legendary Actions

The Corrupted Guardian can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The Corrupted Guardian regains spent legendary actions at the start of its turn.

Root Swipe (Costs 1 Action): The Corrupted Guardian makes one Slam attack.

Corrupting Pulse (Costs 1 Action): The Corrupted Guardian releases a pulse of void energy. All creatures within 20 feet must succeed on a DC 18 Constitution saving throw or take 18 (4d8) necrotic damage and be poisoned until the end of their next turn.

Void Snare (Costs 2 Actions): The Corrupted Guardian conjures a snaring vine of void energy at a point it can see within 60 feet. A creature in that area must succeed on a DC 18 Dexterity saving throw or be restrained by the vine (escape DC 18). While restrained by the vine, the target takes 13 (3d6) necrotic damage at the start of its turns.

Lair and Lair Actions

Roots Entangle: On initiative count 20 (losing initiative ties), the Corrupted Guardian can cause roots to burst from the ground in a 40-foot radius centered on itself. Creatures in the area must succeed on a DC 18 Strength saving throw or be restrained until the end of their next turn.

Dark Growth: The Corrupted Guardian causes void-tainted plants to rapidly grow around one creature it can see within 60 feet. That creature must succeed on a DC 18 Dexterity saving throw or be grappled (escape DC 18).

Habitat: Forest

Paralizex

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