| Mod | Save | ||
|---|---|---|---|
| STR | 20 | +5 | +5 |
| DEX | 14 | +2 | +2 |
| CON | 18 | +4 | +4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 16 | +3 | +3 |
| WIS | 15 | +2 | +2 |
| CHA | 18 | +4 | +4 |
Eldritch Aura: Thorn Guardian emits an aura of eldritch energy within 30 ft. Creatures that start their turn in the aura take 4 (1d6) psychic damage and must succeed on a DC 14 Intelligence saving throw or be stunned until the start of their next turn.
Tentacle: Melee Weapon Attack: +5 to hit, reach 20 ft., one target. Hit: 9 (1d10 + 3) bludgeoning damage. The target is grappled (escape DC 14) and restrained, taking 4 (1d6) psychic damage at the start of each of its turns while grappled.
Bite: Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 8 (1d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or be stunned until the end of its next turn.
Devour Magic (Bonus Action): Thorn Guardian devours a magical effect or spell within 30 ft. of it as a bonus action. The effect or spell is ended, and Thorn Guardian regains 20 hit points.
Reaction Name. Enter the description for your action.
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 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
The Blood Rose Thorn Guardian is a towering, corrupted treefolk, its massive body formed from twisted trunks, gnarled roots, and jagged branches that rise into a crown of splintered antler-like horns. Wicked thorns of varying sizes cover its entire frame, interwoven with delicate crimson roses whose petals drift through the air with every movement. Beneath its cracked, weathered bark, veins of dark purple energy pulse like a corrupted heartbeat, converging around a brilliant, fractured core buried deep within its chest. Flowing water cascades over its shoulders and tangled limbs, trickling through the grooves in its bark before dripping from its thorns into shallow pools below, where crimson petals swirl in the current and faint violet light shimmers across the surface. Its enormous roots spread through the ancient ruins, breaking apart moss-covered stonework and twisting beneath the flowing streams, while its motionless silhouette looms amid the mist like an ancient guardian consumed by something deeply unnatural.
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.
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