Forest Camouflage:
While in forest terrain, the Briarthorn Warden has advantage on Stealth checks and creatures have disadvantage on Perception checks to spot it while it remains still.
Living Thorns:
Any creature that hits the Warden with a melee attack within 5 ft takes 5 (1d10) piercing damage from razor thorns.
Rooted Resilience:
If the Warden starts its turn touching soil or plant life, it regains 10 hit points.
Multiattack:
The Briarthorn Warden makes two Thorn Slam attacks.
Thorn Slam:
Hit: +8 , reach 10 ft. 18 (2d10+5) , bludgeoning +7 (2d6) piercing damage. The target must succeed on a DC 15 Strength save or become Restrained by vines. A restrained creature may repeat the save at the end of its turns.
Bramble Eruption (Recharge 5–6):
Thorns burst from the ground in a 20-foot radius centered on a point within 60 ft. Creatures in the area must make a DC 15 Dexterity saving throw.
Failure: 22 (4d10) piercing damage and Restrained
Success: Half damage and not restrained. The ground becomes difficult terrain for 1 minute.
Grasping Roots (Recharge 4–6):
Roots erupt from the ground targeting up to two creatures within 30 ft. Each target must make a DC 15 Strength saving throw or be Pulled 15 ft toward the Warden and knocked prone.
Thorn Lash:
When a creature leaves the Warden’s reach, it may make a Thorn Slam attack.
Description
Deep within old forests where druidic magic has gone wrong, Briarthorn Wardens rise from the soil. These creatures were once protectors of sacred groves, but when the land is corrupted or disturbed, they become violent hunters that entangle and impale intruders with living thorns.
They are known to move silently through the undergrowth, their bodies blending with the forest until it is too late.
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