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.
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.
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.
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
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.
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