Huge Elemental, Chaotic Evil
AC 16    Initiative −1 (9)
HP 165 (15d10 + 50)
Speed 30 ft.
Mod Save
STR 18 +4 +10
DEX 8 −1 +3
CON 18 +4 +10
Mod Save
INT 12 +1 +1
WIS 13 +1 +1
CHA 10 +0 +0
Vulnerabilities Cold
Resistances Fire, Poison
Immunities Charmed, Frightened
Senses Tremorsense; Passive Perception 13
Languages Primordial
CR 5 (XP 1,800; PB +3)
Traits

Root Prison -  Restrains up to two players, escape DC 14 - Can use either athletics or acrobatics. 

Elemental Overgrowth - Once down to 70% hit points, his roots ignite, dealing 1d6 fire damage to all creatures within 10 feet of him. 
Additionally, he spawns an Emberling every round. 

Heart of Ash - At  35% hitpoints, the Ashroot Guardian tears open, exposing its core. It gains Ash Nova (Recharge on 5-6) - Deals 3d6 fire damage + blinds creatures within 20 feet over it, DC 14 dex saving throw to take half damage, and avoid being blinded. 

 

Actions

Multi-attack -  The Ashroot Guardian attacks twice with Vine Slam

Vine Slam. Melee Weapon Attack: 6# to hit, reach 10 ft., 1 target. Hit:13 (2d8 + 4) [bludgeoning] damage.

 

Legendary Actions

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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

An Ashbark Guardian is what happens when an ancient forest refuses to die.

These towering sentinels stand 12–18 feet tall, shaped like hulking treants but hardened by catastrophe. Their bodies are formed from blackened trunks and split heartwood, as though once burned to cinders — yet something within them never allowed the flame to finish its work.

Their bark is charcoal-dark and cracked with faint internal embers, glowing dull orange in the seams like a dying fire that will not go out. When they move, ash drifts from their shoulders like slow-falling snow. Their limbs creak with the sound of splitting timber and grinding stone, and each step leaves a smoldering print in soil or grass.

Lair and Lair Actions

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Lair Actions

On initiative count 20 (losing initiative ties), the [Ashroot Guardian] takes a lair action to cause one of the following effects; the [Ashroot Guardian] can’t use the same effect two rounds in a row:

  • Roots grapple an entire 15 ft zone - DC 14 Dex saving throw or be restrained
  • Fire spores rain from ceiling - Take 1d6 fire damage 
  • Summon Emberhand Warrior

 

Habitat: Desert

HertmireGaming

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