Guardian of the Wild. The Briar Beast has advantage on attack rolls and saving throws when inside natural forested terrain. While standing still, it is indistinguishable from a large mossy boulder or tree stump without a DC 17 Wisdom (Perception) check.
Thornhide. Any creature that hits the Briar Beast with a melee attack while within 5 feet takes 5 (1d10) piercing damage from its thorny hide.
Feybound Resilience. If reduced to 0 hit points in forest terrain, the Briar Beast instead drops to 1 HP once per long rest and regains 20 hit points at the start of its next turn.
Multiattack. The Briar Beast makes three attacks: one with its antlers and two with its claws.
Antler Strike. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 18 (2d12 + 5) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 15 (2d8 + 6) slashing damage.
Briar Burst (Recharge 5–6). The beast slams its body into the ground, releasing a burst of thorny vines in a 20-foot radius. All other creatures in range must make a DC 16 Dexterity saving throw or take 21 (6d6) piercing damage and be restrained for 1 minute. A creature restrained this way can make a DC 16 Strength check at the end of its turns, ending the effect on a success
Second Attack. The Briar Beast makes another attack with it's claws or antlers.
WIldfolk Roar. When an attack or spell reduces the Briar Beast to 80 hit points or less, it lets loose an earth shaking roar, calling to the beasts of the forest. Roll 1d6 to decide the reinforcement the Briar Beast recieves.
1-2 - 3 level 5 Druids
3-4 - 2 level 6 Dryads
5-6 - 1 level 7 Owlbear
Description
A towering fusion of bear and bramble, the Briar Beast looms from the undergrowth like a living statue of ancient, untamed fury. Its hulking body is cloaked in thick moss, tangled vines, and thorn-laced fur, making it nearly indistinguishable from the forest itself until it moves, and when it moves, the woods seem to move with it. Elk-like antlers crown its broad skull, gnarled and knotted like old roots, and deep within its eyes glows an eerie, verdant light; the unblinking gaze of the forest's will.
The Briar Beast does not hunt for food or dominance. It exists to protect. It awakens only when the sanctity of the forest is violated, by ax, by fire, or by blood. Those who despoil the wilds often never see their killer, only a shifting of leaves, a sudden crash, and then silence.
Legends claim the creature was not born, but grown, a living ward planted by ancient druids, or perhaps a curse made manifest by the earth itself. Even now, the forest whispers to it through the crows and the wind, and the Briar Beast listens with deadly purpose.
Lair and Lair Actions
The Briar Beast makes its lair in a dense, ancient section of forest known as the Thornwold, a place untouched by civilization, where sunlight filters only in thin golden spears and the air is thick with the scent of earth and damp moss. Trees grow twisted and close, roots writhe across the forest floor, and even animals speak in silence, as if bound by oath. The forest itself becomes an extension of the guardian’s wrath.
Lair Actions
On initiative count 20 (losing initiative ties), the Briar Beast takes a lair action to cause one of the following effects; the Briar Beast can’t use the same effect two rounds in a row:
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Thornsnare Roots. Vines erupt from the ground in a 20-foot radius centered on a point the Briar Beast can see within 120 feet. All creatures in the area must succeed on a DC 15 Strength saving throw or be restrained until the end of their next turn. The area becomes difficult terrain until cleared.
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Camouflage Bloom. Thick moss and drifting pollen fill a 30-foot-radius sphere centered on the Briar Beast. The area becomes heavily obscured until the end of the Briar Beast’s next turn. The Briar Beast is not affected by the obscured area and has advantage on Stealth checks while inside it.
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Nature’s Rebuke. The trees and underbrush lash out. One creature within 60 feet that dealt damage to the Briar Beast since its last turn must make a DC 16 Dexterity saving throw or take 13 (3d8) slashing damage and be knocked prone as branches and thorns whip toward them.
Regional Effects
The region containing a Briar Beast’s lair is steeped in wild primal magic, creating one or more of the following effects:
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The Whispering Green. The forest around the lair becomes unnaturally quiet. No sounds of animals or birds can be heard within a 1-mile radius unless the Briar Beast wills it. Sometimes, travelers swear they hear distant whispers in Druidic or Sylvan when alone.
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Overgrowth. Plants grow aggressively within 3 miles of the lair. Paths vanish overnight, roots crack through stone, and walls of thorns block passageways unless magically or physically cleared.
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Verdant Reclamation. Any corpse left within 1 mile of the lair for more than an hour is rapidly consumed by moss and vines. After 24 hours, the remains are completely absorbed into the forest.
If the Briar Beast dies, these effects fade over the course of 2d4 days.
Previous Versions
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7/18/2025 1:45:00 AM
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Coming Soon
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