| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +4 |
| DEX | 14 | +2 | +2 |
| CON | 12 | +1 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 6 | −2 | −2 |
| WIS | 12 | +1 | +1 |
| CHA | 8 | −1 | −1 |
Every 2 rounds: Vine Wave (10-ft radius). STR Save DC 12 or restrained for 1 round.
Chance for Redemption (≤50% HP / 18 HP or lower): Players can make a Nature/Religion/Arcana DC 12 check.
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Success → Combat ends immediately; the guardian is redeemed.
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Failure → Combat continues until the guardian falls.
Special Terrain – Mushrooms: The room is covered in mushrooms. Area attacks (Fire or Lightning) trigger a spore explosion: All creatures in a 10-ft radius must make a CON Save DC 11 or take 1d4 damage.
Vine Whip (Melee Weapon Attack): +4 to hit, reach 6 ft, 1d6+2 bludgeoning damage. Can grapple one target (Escape DC 12).
Thorn Throw (Ranged Weapon Attack): +4 to hit, range 30 ft, 1d6+2 piercing damage.
Description
The Corrupted Guardian Spirit is a medium, plant-like elemental that once served as a protector of an ancient forest. Now twisted by dark magic, it has become a restless guardian of the dungeon, bound to the crystal lodged in its chest. Its body is a tangle of bark, vines, and thorny limbs, pulsating with corrupted energy. Mushrooms and spores cover the floor around it, making magic and fire a risky choice.
While its attacks are furious and relentless, the spirit still retains a spark of its original purpose: it can be pacified or redeemed if clever adventurers appeal to its ancient nature with skill and care. Defeating it violently or calming it through understanding are both possible paths, each revealing different aspects of the dungeon’s lore.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
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2/27/2026 12:30:05 AM
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3
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1
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Coming Soon
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