Gloomvine Warden

Folk tell of a tree that took vengeance on loggers and never stopped. Hunters leave offerings of salt and iron near its rumored grove. Druids consider a warden like this both a crime scene and a ward: killed without ceremony, the forest grows bitter.

HP85AC15SPD30 ft., Climb 20 ft., Burrow 10 ft.CRCR 5PerceptionStealthAthletics
STR
16
DEX
12
CON
14
save
INT
10
WIS
14
save
CHA
13
Rooted Resilience. The warden is rooted to the ground. While its roots are anchored it has advantage on saving throws against being moved and it regains 5 hit points at the start of its turn. If uprooted it loses this benefit until it spends an action to re-root itself (takes 1 round).
Phosphor Spores. The warden can use a bonus action to cause a 10-foot-radius area centered on itself to become lightly obscured by phosphorescent spores for 1 minute. Creatures that start their turn in the spores must succeed on a Constitution saving throw or be blinded until the start of their next turn. The warden can use this feature twice and regains all expended uses after a long rest.
Inhospitable Sense. The warden has advantage on Wisdom (Perception) checks that rely on smell or scent. It can sense through up to 5 feet of nonmagical earth or plant material.
Flame Vulnerability. If the warden takes fire damage it takes an additional 7 () damage and any ongoing regeneration effects are suspended for 1 minute.
Vine Slam. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 13 () bludgeoning damage plus 4 () necrotic sap damage. If the target is Large or smaller it must succeed on a Strength saving throw or be grabbed by the vines. A grabbed target is restrained until the vines are broken. A grabbed creature can use an action to make a Strength check against the same DC, ending the effect on itself on a success.
Spore Shot. Ranged Weapon Attack: to hit, range 30/60 ft., one target. Hit: 10 () piercing damage and the target must succeed on a Constitution saving throw or be infected with slowing spores. On a failed save the target's speed is reduced by 10 feet and it has disadvantage on Dexterity saving throws for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Call of the Rooted Grove. The warden expends one use of its Root Call trait to command up to two Medium or smaller plants within 60 feet to lash out. Each plant makes a single attack appropriate to its form (DM's discretion) or grapples a creature within reach. If no suitable plants are present, the ground erupts in thick roots in a 10-foot-radius centered on a point the warden can see within 60 feet. Each creature in the area must make a Dexterity saving throw, taking 21 () bludgeoning damage on a failed save, or half as much on a successful one. Creatures that fail the save are also knocked prone.
Thorn Riposte. When a creature the warden can see within 10 feet moves more than 5 feet while grappled by the warden's vines the warden can make one Vine Slam attack against that creature.
Cantrips
Innate Grove MagicTransmutation The warden can cast entangle and spike growth each once per day without material components. As an action it can cast barkskin on itself once per day.
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