Radiant Presence.
Hostile creatures within 10 ft. must make a DC 13 Wisdom saving throw or have disadvantage on attack rolls against the Guardian until the start of their next turn.
Luminous Form.
Emits 20 ft. of bright light and 20 ft. of dim light. Can be suppressed or reactivated as a bonus action.
Multi-attack.
The Guardian makes two melee attacks.
Antlers. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Hit: 13 (2d8 + 4) bludgeoning + 4 radiant damage.
Solar Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) bludgeoning. DC 13 Strength saving throw or be knocked prone.
Blinding Flare (Recharge 5–6).
Each creature in a 15-ft. cone must succeed on a DC 14 Constitution saving throw or be blinded until end of their next turn.
(1/round)
Radiant Step.
Teleports up to 15 feet. Creatures within 5 feet of the origin must make a DC 13 Con save or be dazed (disadvantage on next attack).
Telepathic Communion
The Guardian can speak telepathically to creatures within 60 feet.
Description
The Auric Guardian is a majestic, radiant creature—part stag, part wolf, cloaked in a mane of flowing golden light. Its fur shimmers with ever-moving patterns of sunfire and starlight. Massive antlers arc backward like gilded tree branches, and its eyes glow with a calm, ancient intelligence. It walks without sound, and when it roars, it echoes with distant thunder. Birds do not sing in its presence, but trees lean toward it, as if remembering something older than empires. The Guardian is not a predator. It is a protector. A celestial entity bound to the balance of the Velgrathi (now Marleish) wilds, tasked with keeping sacred sites untouched by mortal greed. It does not seek violence, but if threatened—or if the land is desecrated—it will respond with divine fury.
“It is not merely a beast... It is a judgment given form. Its breath is the dawn, and its step makes the earth remember.” —Brother Merek, Last Witness of the Glade
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.
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