Medium Humanoid, Typically Chaotic Good
AC 13    Initiative +3 (13)
HP 9 (2d8)
Speed 50 ft., Walk 25 ft.
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
Resistances Slashing from Nonmagical Attacks
Gear 1 Spear
Senses Passive Perception 13
Languages Common
CR 1 (XP 200; PB +2)
Traits

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. 

 

Actions

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 Actions

Bonus Action Name. Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

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 Actions

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
12/27/2025 8:18:32 PM
5
1
1
Coming Soon

Habitat: ForestMountain

ArgyntCralze

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