{"name":"Guardian of the Seed","cr":"25","types":"Plant","size":"Gargantuan","languages":"Druidic, Sylvan, Telepathy 180ft.","alignment":"Neutral","description":"A sentient plant creature made of Ironwood, it is created by the Seed of Iron to protect it while it creates its forest. \r\n\r\nA large 6 legged with plate, bark segments, with interconnecting roots, draped in moss, grass (like fur),vines and full sized trees sprouting from its back and legs. With a large mask of bark with pointed back ears and glowing gold eyes. With a long bush like tail.\r\n\r\nAppears as small cluster of ancient trees, but rises out the ground, revealing the forest guardian. ","suggestedenvironment":"","ac":"18","hitpoints":"394 (12d20+240)","strength":"18","dexterity":"17","constitution":"20","intelligence":"18","wisdom":"17","charisma":"14","movement":"80","fly":"","hover":"","burrow":"","swim":"","climb":"","senses":"Truesight 180ft, Passive Perception 18","skills":"","savingthrows":"CON +13","damagevulnerabilities":"Fire","damageresistances":"Bludgeoning, Piercing, and Slashing from Nonmagical Attacks","damageimmunities":"","conditionimmunities":"Charmed, Exhaustion, Frightened, Incapacitated, Invisible, Paralyzed, Petrified, Prone, Stunned, Unconscious","spellcasting":"Spellcasting. The Forest Guardian is a 3rd-level Druid spellcaster. Its spellcasting ability is [15] (spell save DC 16, +3 to hit with spell attacks). The Forest Guardian has 8 spell slots per day and can cast any spell upto 3rd level.","atwill":"","onceperday":"","twiceperday":"","thriceperday":"","specialabilities":"[b]Natures Chosen.[\/b] +3 to all stats when in a forest.\r\n\r\n[b]Living armour.[\/b] Regain 1d4+2 hit points per turn while in sun light and radiant damage heals 1d8+2 hit points on a 10+\r\n\r\n[b]Toxic aura.[\/b] All non fey or plant creatures take 1d4+2 poison damage in a 60ft radius per turn.","actions":"[b]Multi attack.[\/b] Make one bite and claw attack.\r\n\r\n[b]Claw.[\/b] 1d10, slashing damage, 12ft reach , +3 to hit, on failing a DC 12 constitution saving throw, the creature takes 1d4+1 poison damage for 1d4 turns.\r\n\r\n[b]Tail Whip (1 action).[\/b] 1d8 bludgeoning damage, 20ft reach , +5 to hit.\r\n\r\n[b]Bite (1 action).[\/b] 1d12 piercing damage, 18ft reach , +5 to hit , on failing a DC 15 constitution saving throw, the creature takes 1d4+1 poison damage for 1d4 turns.\r\n\r\n[b]Constricting thorns (1 action).[\/b] A creature within 80ft is restrained by thorns emerging from the ground. On a failing a DC 15 strength or dexterity saving throw, the target takes 1d4+1 piercing damage until they escape or after 1d6+2 turns.\r\n\r\n[b]Razor leaf storm (1 action).[\/b] 1d12 slashing damage, to upto 3 targets within 70ft. As a swirl of razor sharp leaves sweeps past the targeted creatures.\r\n\r\n[b]Healing Spores (1 action).[\/b] Applies 1d12 poison damage in a 50ft radius upto 80ft away each turn on failing a DC 18 Constitution saving throw and half as much on a pass each turn for 1d4+2 turns. Or restores 1d10 hit points to a chosen creature upto 80ft away\r\n\r\n[b]Raise plant life (1 bonus action).[\/b] Creates upto 80ft of plants as a barrier, dense plants that impede movement of non fey creatures is reduced by 10ft or create 1 plant creature with a CR lower than the highest level players level. \r\n\r\n[b]Call woodland creatures (1 bonus action).[\/b] 1d4+1 fey creatures with a total CR lower than the partys collective level, are called from the depths of the forest","reactions":"[b]Tail slash.[\/b] 1d10 bludgeoning damage, 20ft reach , +5 to hit. After being attacked\r\n\r\n[b]Guardian Instincts.[\/b] After a fey creature has been attacked, the Forrest Guardian can attempt to make 1 claw attack.","legendaryactions":"The Forrest guardian has 3 legendary actions per day and 1 bonus legendary action during the day.\r\n\r\n[b]Awaken forest (1 legendary action).[\/b] For 1 day the surrounding forest will begin to attack the players, causes upto any amount of forest creatures to attack the or aid the player, as long as the creatures have a total CR lower or equal to the groups collective level.\r\n\r\n[b]Ensnaring thorns (1 legendary action).[\/b] All creatures within 80ft is restrained by thorns emerging from the ground. On a failing a DC 15 strength or dexterity saving throw, the target takes 1d6+1 piercing damage until they escape or after 1d8+2 turns.\r\n\r\n[b]Spores of transference (1 legendary action).[\/b] Transfers up to 1d10+2 hit points on failing a DC 15 Constitution saving throw. from a chosen creature 60ft away and give it to another chosen creature or itself. \r\n\r\n[b]Solar beam (2 legendary actions).[\/b] 1d20+2 radiant damage, +2 to hit, on failing a DC 18 dexterity saving throw and half as much on a pass. In a 10ft radius up to 100ft away, Radiant damage in a descending beam of pure solar energy. Only works if the sun has an unobstructed line of sight with the targeted creatures.","lairdescription":"","lairactions":"","regionaleffects":"","image":"","tabledata":"","tags":"","isShared":"1","templateId":"21"}