Medium Humanoid, Any Alignment
Armor Class 14 Natural Armor, Reed Woven
Hit Points 27 (5d8)
Speed 30 ft., Swim 30 ft.
STR
13 (+1)
DEX
14 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
14 (+2)
CHA
9 (-1)
Saving Throws DEX +4, WIS +4
Damage Immunities Poison
Gear Spear, Shield, Medium Armor
Senses Darkvision 60ft, Passive Perception 14
Languages Common, Naku Naku Common, Naku Naku
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Amphibious

The reed guard can breathe air and water.

Swamp Strider

The reed guard ignores difficult terrain caused by mud, shallow water, reeds, or swamp undergrowth.

Patient Watcher

If the reed guard has not moved during its last turn, it has advantage on Perception checks and on the first attack roll it makes before moving.

Actions

Spear

Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target.
Hit: 6 (1d6 + 2) piercing damage, or 7 (1d8 + 2) piercing damage if used two-handed.

Net Snare (Recharge 5–6)

Ranged Weapon Attack: +4 to hit, range 10/30 ft., one Large or smaller creature.
Hit: The target is restrained.
A creature can use its action to make a DC 12 Strength (Athletics) or Dexterity (Acrobatics) check, freeing itself on a success.
The net has AC 10 and 5 hit points.

Reactions

Hold the Line

When a creature the reed guard can see enters a space within 5 feet of it, the reed guard can make one spear attack against that creature.

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

The reed guard stands half-submerged in the water, broad-shouldered and steady, its mottled green skin darkened by mud and algae. Plates of rough, reed-woven armor and scavenged bone are bound across its chest and shoulders, decorated with small charms and tokens taken from the swamp. A jagged spear of stone and wood rests easily in one hand, while a wide, bark-and-shell shield hangs from the other.

Its eyes are large and amber, unblinking, tracking movement with calm precision rather than aggression. Strands of marsh grass and reed are woven into its head-crest and gear, blending its silhouette into the surrounding wetland. A faint lantern glow swings at its belt, casting soft light across the water as it waits—silent, watchful, and unmoving.

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.

Habitat: Swamp

Leighabork

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