Large Plant
Armor Class 15 natural armor
Hit Points 110 (13d10)
Speed
STR
18 (+4)
DEX
12 (+1)
CON
16 (+3)
INT
6 (-2)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws CON +6, WIS +5
Damage Vulnerabilities Fire
Condition Immunities Poisoned
Senses Passive Perception 15
Languages sylvan
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Swamp Stride. The guardian ignores difficult terrain caused by mud, shallow water, or plants, and it has advantage on ability checks and saving throws to avoid being moved or knocked prone while standing in swampy terrain.

Camouflage in Foliage. The guardian has advantage on Dexterity (Stealth) checks made to hide in natural vegetation, heavy undergrowth, or shadowed marshland.

Regenerative Bark. At the start of its turn, the guardian regains 5 hit points if it is touching natural earth or plant matter and hasn’t taken fire damage since the start of its last turn.

Actions

Multiattack. The guardian makes two Claw attacks.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 3 (1d6) necrotic damage.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

Vine Lash. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 4) bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or be pulled up to 10 feet toward the guardian and knocked prone.

Rootshock Roar (Recharge 5–6). The guardian releases a low, resonant roar that shakes the wet ground. Each creature of the guardian’s choice within 20 feet that can hear it must make a DC 15 Strength saving throw. On a failed save, a creature takes 14 (4d6) bludgeoning damage and is restrained by roots and vines until the end of its next turn. On a success, the creature takes half damage and isn’t restrained.
A restrained creature can use its action to make a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check, ending the effect on itself on a success.

Bonus Actions

Briar Backlash. When a creature within 5 feet hits the guardian with a melee attack, the attacker takes 3 (1d6) piercing damage, and the guardian reduces the damage it takes by 3 (to a minimum of 0).

Reactions

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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

A hulking, bear-shaped spirit wrapped in layered leaves and moss, with bark like knotted muscle and twisting branch-vines binding its body like living cords. Its face is carved wood—half mask, half skull—set with calm, blue lantern-eyes that glow brighter when it’s angered. It moves with a heavy, quiet patience, shedding damp leaf-litter with every step; where its claws dig in, roots briefly surface and tighten as if the swamp itself is listening. Its breath smells of wet soil and crushed fern, and faint motes of pale light drift around it like fireflies caught in fog.

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.

Leighabork

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