Two Bodies: The Guardians are two entities that have separate initiatives and moves but share one pool of hit points
Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.
Siege Monster. The elemental deals double damage to objects and structures.
Divine Shield. At half health one of guardians cast shield of faith. At 1/4 health the other one casts it again stacking the benefits. Each time the spell is cast the AC of both entities is raised by 3
Regeneration. The magical stream from the spigot dribbles 10 hp per round. If the guardians reach 0 HP then they do not reconstitute until they have regained their Max HP potential back (390 Hp ~ 10 minutes)
Multiattack. The elemental makes any two actions.
Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Slurry Whip.Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 15 (3d6 +4) bludgeoning and slashing damage.
Moss Growth. If a guardian hits with a slam attack the guardian can choose to envelope the creature with moss. A creature affected by the action must succeed on a Strength saving throw DC 16 or be restrained by the engulfing moss for 2 rounds. A creature restrained by the plants can use its action to make a Strength check against DC 16. On a success, it frees itself.
Dragons Breath. The Guardian can use an action to exhale a 15-foot cone of fire. Each creature in that area must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much damage on a successful one.
Description
innocuous as a a collection of rocks before on either side of the entrance to the ancient ruins. as soon as the entrance is disturbed or the rock piles themselves moved water rushes from the spigots next to the door and animate these guardians. with a rock formation similar to that of a dragons head and mossy rocks suspended in a rock rocky slurry these formidable elemental creatures are created to protect the entrance to this ancient temple.
Lair and Lair Actions
On initiative 20 (12 on d10 based system) the guardians roar and and an earth quake wracks the cave and one of four things happens. (roll 1d4 or choose)
1: the ground becomes rough terrain for 1 round
2: a 10 ft long x 5 ft wide x 1d10 x 10 ft deep fissure opens up in a random spot on the battle field. a fissure opens up beneath a creature they must make a DC16 Dexterity saving throw 1d6 bludgeoning damage per 10 feet of depth
3: rocks fall from the ceiling all creatures must make a DC16 Dexterity saving throw or take 1d6+3 bludgeoning damage
4: Any creature maintaining a concentration spell must make a DC16 Constitution saving throw or loose concentration
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