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Verdigris Hart - AI-generated fantasy Monster

Verdigris Hart

Local villagers tell stories of a silver-antlered stag that once led lost children home through the fog. After the Brassroot Engine began siphoning magic from the river, the guardian emerged covered in brass and moss, attacking construct patrols and crystal thieves alike. Rivetmeadow's elders believe the Hart is not evil but trapped inside a command loop. The correct bells can interrupt the signal, but only someone who understands the Engine's original harmonics can fully free it.

LargeMagical Beast(Guardian spirit, construct-fused beast)CR High, approximately CR 10Usually neutral, temporarily hostile under external control

Verdigris Hart

forest guardiansteampunk fantasyambush predatorriver magicmoss and brasspotential allynonlethal solutionregional boss
HP178AC18, natural armor and brass platingSPD40 ft., Swim 40 ft., Can move across flooded ground, shallow water, and natural roots without penaltyCR10 (5,900 XP)AthleticsPerceptionStealthSurvival
STR
20
save
DEX
16
CON
20
save
INT
10
WIS
18
save
CHA
15
Rooted Ambush. The Hart has advantage on Dexterity (Stealth) checks made in forests, reeds, shallow water, or heavy fog. On the first round of combat, it has advantage on attack rolls against creatures that have not yet taken a turn.
Woodland Stride. The Hart can move through nonmagical plants without being slowed by them and without taking damage from them. It can also move across natural difficult terrain without extra movement.
Riverstone Awareness. The Hart cannot be surprised while conscious. It can sense the movement of creatures touching the ground or water within 30 feet, even through natural cover.
Engine Frenzy. While the Brassroot Engine's signal reaches the area, the Hart has advantage on attack rolls against steam constructs and creatures carrying river-crystal. It has disadvantage on Wisdom saving throws against effects that would calm or charm it. Resonant bell tones suppress this trait for 1 minute.
Siphoned Magic. The Hart's attacks count as magical. Its natural weapons deal force damage in addition to their normal damage, reflecting the stolen magic circulating through its body.
Brassroot Resilience. When the Hart is reduced to 0 hit points, it can make a Constitution saving throw. On a success, it drops to 1 hit point instead, its control gear emits a burst of steam, and it becomes incapacitated until the end of its next turn. This trait does not function if Engine Frenzy has been suppressed.
Riverheart Renewal. If the Hart starts its turn standing in natural water or on living ground, it regains 10 hit points, provided it has at least 1 hit point. This trait does not function within 30 feet of an active Brassroot Engine vent.
Multiattack. The Verdigris Hart makes two attacks: one with its Brassroot Antlers and one with its Rootbound Hoof, or it uses Steamburst if available.
Brassroot Antlers. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 18 () piercing damage plus 7 () force damage. If the target is Large or smaller, it must succeed on a Strength saving throw or be pushed up to 10 feet and knocked prone.
Rootbound Hoof. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 16 () bludgeoning damage. The target must succeed on a Strength saving throw or become restrained by spectral roots until the end of the Hart's next turn.
Steamburst. The Hart exhales enchanted steam in a 30-foot cone. Each creature in that area must make a Dexterity saving throw, taking 31 () fire damage on a failed save, or half as much on a successful one. On a failed save, a creature is also blinded until the end of its next turn. The cone becomes heavily obscured until the start of the Hart's next turn. The Hart can use this action only once, then it must recharge on a roll of 5 or 6 at the start of its turn.
Flooded Root Snare. The Hart causes roots and floodwater to erupt in a 20-foot-radius area centered on a point it can see within 60 feet. The area becomes difficult terrain until the end of the Hart's next turn. Each creature in the area must succeed on a Strength saving throw or be restrained until the end of its next turn. A restrained creature can use its action to make a Strength or Dexterity check, freeing itself on a success.
Protective Rootlash. When a creature the Hart can see within 10 feet is hit by an attack, the Hart reduces the damage by 10 () as spectral roots and brass plates interpose themselves. If the protected creature is a child, wounded villager, or helpless creature, the reduction is 15 instead.
Floodback. When the Hart is hit by a melee attack while standing in water, it can force the attacker to make a Dexterity saving throw. On a failure, the attacker falls prone and is pushed 10 feet through the water.
Rootstep. The Hart moves up to half its speed without provoking opportunity attacks. It can move through spaces occupied by Small or smaller plants without treating them as difficult terrain.
Hoof Strike. The Hart makes one Rootbound Hoof attack.
Antler Gleam (Costs 2 Actions). One creature the Hart can see within 60 feet must succeed on a Wisdom saving throw or become frightened until the end of its next turn. A creature carrying river-crystal has disadvantage on this save.
Riversurge (Costs 3 Actions). The Hart uses Flooded Root Snare, even if that action is not currently available from its normal action list. It cannot use this legendary action again until the start of its next turn.
Cantrips
DruidcraftTransmutation The Hart can create or extinguish a small flame, manipulate loose water, open or close an unlocked door, or produce a harmless bell-like chime.
1st level
Fog CloudConjuration The Hart creates a 20-foot-radius sphere of fog centered on a point within 120 feet. The sphere lasts for 10 minutes or until dispersed by strong wind.
EntangleConjuration The Hart magically commands nearby roots and vegetation to entangle creatures in a 20-foot square within 90 feet. Creatures must make a DC 17 Strength saving throw or become restrained.
6th level
Wall of ThornsConjuration The Hart creates a wall of living thorns up to 60 feet long, 10 feet high, and 5 feet thick. The wall lasts for up to 10 minutes.
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