| Mod | Save | ||
|---|---|---|---|
| STR | 19 | +4 | +4 |
| DEX | 6 | −2 | −2 |
| CON | 15 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 3 | −4 | −4 |
| WIS | 10 | +0 | +0 |
| CHA | 3 | −4 | −4 |
Trait Name. Protective, Not Predatory
The guardian is bound to protect the arboretum, its living plants, and the mansion’s guests. It does not pursue creatures beyond the arboretum. Unless a creature uses fire, deliberately destroys living plants, or continues attacking after receiving a warning, the guardian deals no lethal damage and prefers to restrain, shove, or block creatures instead of making attacks.
Warning Rustle.
When a creature damages a plant in the arboretum, uproots flowers, attempts to strip valuable specimens, attacks the flowering tree, or approaches the central bench with obvious violence, the guardian gives a warning before becoming hostile. A creature that stops its harmful action, sincerely apologizes, or repairs damage can calm the guardian with a successful DC 12 Charisma (Persuasion) or Wisdom (Nature) check.
The guardian uses its lair actions and Spore Burst only after giving a warning and only against creatures that continue to threaten the arboretum.
Leaf Lash. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Vine Snare. Ranged Weapon Attack: +6 to hit, range 60/120 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, and the target must succeed on a DC 13 Strength saving throw or be restrained by flowering vines. A creature restrained in this way can use its action to make a DC 13 Strength (Athletics) or Dexterity (Acrobatics) check, ending the effect on itself on a success.
Spore Burst (Recharge 5–6). The guardian releases a cloud of golden pollen and shimmering flower spores. Each creature of the guardian’s choice within 15 feet of it must make a DC 13 Constitution saving throw.
On a failed save, a creature is blinded until the end of its next two turns. At the end of each of its turns, the creature can repeat the saving throw, ending the effect on itself on a success.
On a successful save, the creature is unaffected.
The guardian does not use Spore Burst against creatures that have stopped harming the arboretum.
Settle the Garden. When a creature within 30 feet of the guardian uses an action to repair damage to a plant, return a disturbed specimen to the soil, or sincerely apologize for harm done to the arboretum, the guardian can end its hostility toward that creature.
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Mythic Action Name. Enter the description for how mythic actions work for your monster here.
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Description
This guardian is the arboretum’s protective magic given form through its central flowering tree. It is cautious and patient, seeking to preserve living things rather than punish trespassers. It does not pursue creatures beyond the arboretum and stops fighting if intruders withdraw, apologize, or begin repairing the harm they caused.
Lair and Lair Actions
Arboretum Guardian can take one lair action on initiative count 20 (losing initiative ties). It cannot use the same lair action two rounds in a row. The guardian uses lair actions only while defending the arboretum from creatures that continue to harm it after being warned.
Grasping Roots. Roots surge beneath one creature the guardian can see within 60 feet. The target must succeed on a DC 13 Strength saving throw or have its speed reduced to 0 until initiative count 20 on the next round.
Protective Bee Swarm. A small swarm of golden garden bees bursts from a flowering hollow and attacks one creature the guardian can see within 60 feet. The target must make a DC 13 Dexterity saving throw, taking 7 (2d6) piercing damage on a failed save, or half as much damage on a successful one. The bees then return to the flowering tree and do not remain as a separate creature.
Previous Versions
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9/5/2026 10:42:54 PM
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6
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Coming Soon
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9/5/2026 10:56:11 PM
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9
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Coming Soon
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