| Mod | Save | ||
|---|---|---|---|
| STR | 11 | +0 | +0 |
| DEX | 16 | +3 | +3 |
| CON | 7 | −2 | −2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 13 | +1 | +1 |
| WIS | 16 | +3 | +10 |
| CHA | 19 | +4 | +6 |
Nature Patron. Thanks to a magical connection to the forces of nature, a Forestguardian gains advantage on both of its melee attacks when within twenty feet of any wild animal (including druids using Wild Shape).
Disguise of the Wild. A Forestguardian can essentially become invisible in cover caused by natural phenomena (plants, rocks, fog, etc). Any passing creature must roll a successful DC 20 passive (Wisdom) Perception check to notice anything out of the ordinary, but still won't be able to identify it.
Horns. Melee Weapon Attack: +2 to hit, reach 5 ft., 1 target. Hit: 8 (1d10) slashing damage.
Spear. Melee Weapon Attack: +2 to hit, reach 5 ft, 1 target. Hit: 3 (1d6 + ) piercing damage.
Wing Swipe. Ranged Weapon Attack: +5 to hit, range 15/45 ft., any creature in range. Hit: 4 (1d6 + 3) freezing damage.
Bonus Action Name. Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Devoted protectors of all things wild, Forestguardians are fierce warriors and mighty foes. They embrace the forces of nature, using them to aid friends or harm enemies. They have a long-standing hate for ruthless killers like orcs, but respect fellow protectors of the environment such as elves and druids. Due to ancient rituals they have a magical connection with animals, but refuse to cast spells because they fear disrupting the natural cycles of magic.
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.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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12/27/2025 8:18:32 PM
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5
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1
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1
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Coming Soon
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