AC
16
Natural Armor
Initiative
+0 (10)
HP
65
(10d6 + 30)
Speed
30 ft., bounding, hopping movement
| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +7 |
| DEX | 10 | +0 | +0 |
| CON | 16 | +3 | +6 |
| Mod | Save | ||
|---|---|---|---|
| INT | 8 | −1 | −1 |
| WIS | 14 | +2 | +2 |
| CHA | 12 | +1 | +1 |
Skills
Athletics +7, Perception +5
Resistances
Bludgeoning, Poison
Immunities
Psychic; Charmed, Exhaustion, Frightened
Senses
Passive Perception 10
Languages
None
CR
5 (XP 1,800; PB +3)
Traits
Enchanted Constitution:
- Rootwarden automatically succeeds death saving throws.
- If reduced to 0 hit points, it collapses into an inert, normal-looking chair.
- It can be restored with mending magic or 1 minute of repair effort.
Actions
Rooted Defense:
- As an action, Rootwarden roots itself into the ground, gaining:
- +2 AC until it moves.
- Advantage on Strength saving throws.
- While rooted, it can use a reaction to grant half cover to one adjacent ally once per round (giving that ally +2 AC).
Bonus Actions
Warden’s Leap (Recharge 5–6):
- As a bonus action, Rootwarden can bound up to 20 feet and slam into a creature.
- Melee Attack: +7 to hit, reach 5 ft., one target.
- Hit: 2d8 + 4 bludgeoning damage.
- On a hit, the target must succeed on a DC 15 Strength saving throw or be knocked prone.
Reactions
Branch of Aid (1/Short Rest):
- As a reaction, when an ally within 10 feet takes damage, Rootwarden can extend a wooden limb to absorb half the damage dealt to that ally.
Description
Rootwarden fights by hopping and slamming into foes, then rooting himself to shield and defend.
He’s sturdy enough to take a few hits and smart enough to block attacks intelligently without taking over the battlefield.