| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +4 |
| DEX | 8 | −1 | −1 |
| CON | 20 | +5 | +9 |
| Mod | Save | ||
|---|---|---|---|
| INT | 6 | −2 | −2 |
| WIS | 12 | +1 | +5 |
| CHA | 7 | −2 | −2 |
Corrupted Regeneration.
Regains 10 HP at the start of its turn if it has 1 HP or more and isn’t in sunlight or taking fire/radiant damage.
Vile Terrain (Aura 30 ft.).
Ground becomes difficult terrain for non-corrupted creatures. Each creature starting its turn here must succeed on a DC 13 Con save or take 5 (1d10) poison damage.
Multiattack. Makes two Slam attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: 13 (2d8 + 4) bludgeoning. If both Slams hit the same target, it must succeed on a DC 14 Str save or be grappled (escape DC 14) and restrained by roots.
Root Lash (Recharge 5–6).
Roots lash in a 20-ft radius. Each creature makes a DC 14 Dex save, taking 11 (3d6) bludgeoning and is pulled 10 ft. closer on a fail (half on success).
Corrupt Sap Burst (Recharge 6).
Creates a 10-ft radius pool of bubbling black sap. Each creature makes a DC 14 Dex save, taking 14 (4d6) acid damage and becoming poisoned until end of next turn on a fail (half on success). The pool remains difficult terrain for 1 minute.
Frenzied Surge (PHASE 2)
When the Guardian takes 10 or more damage in a turn, it may thrash violently: Each creature within 10 ft. makes a DC 14 Str save or takes 6 (1d12) bludgeoning and is knocked prone. The Guardian then takes 5 damage itself.
Phase 2 – Heart’s Fury 50% HP or less
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AC 14 → 12 (bark cracks).
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Attack Bonus → +7.
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Slam: 2d8 + 6 bludgeoning + 5 (1d10) necrotic.
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Root Lash: +4 (1d8) extra necrotic damage.
Description
Once a noble forest guardian, now twisted by Maerath’s blight. Bark cracked, sap turned black, vines whisper with many voices.
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