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The Greenward - AI-generated fantasy Monster

The Greenward

Old roadside songs tell of a silent guardian who never let the road grow wild. The Verdant Reliquary is what remains when such a guardian's bones become entangled with an awakened seed. Locals leave offerings at the edge of its territory, hoping it will mistake them for tribute rather than trespass.

Large undead · CR 5 · Uncommon

The Greenward

A great skeletal guardian overgrown with predatory vines and animated by a green seed-heart.
AC15
HP95/95
CR5
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Combat

AC 15 · HP 95 · CR 5

The Greenward

Large undead (plant-wrapped undead), neutral evil
Armor Class15 (natural armor)
Hit Points95 (10d10 + 40)
Speed
Walking: 30 ft.,
Climbing: 20 ft.
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsStrengthConstitutionWisdom
SkillsPerceptionStealth
Damage Resistances
Necrotic damage
Immunities
Poison damage,
Exhaustion,
Poisoned condition
Weaknesses
Its seed-heart is vulnerable: if removed from the rib cage, the Greenward has disadvantage on attack rolls and ability checks until it reclaims the heart.
It cannot speak and has limited ability to communicate beyond gestures and changes in nearby vegetation.
Senses
Darkvision 60 ft.,
Passive Perception 13
Languages
Understands the languages it knew in life but cannot speak
Challenge5
Proficiency Bonus+3
Undead Nature. The Greenward does not require air, food, drink, or sleep.
Rooted Stance. The Greenward has advantage on ability checks and saving throws against effects that would knock it prone or move it against its will while it is touching the ground.
Overgrowth Walker. The Greenward can move through nonmagical plants without expending extra movement. Plants do not impede its climbing.

Actions

Multiattack. The Verdant Reliquary makes two Rootbound Slam attacks.
Rootbound Slam. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 13 () bludgeoning damage plus 3 () poison damage.
Vine Snare. One creature the Verdant Reliquary can see within 20 feet must succeed on a Strength saving throw or be pulled up to 10 feet toward it and restrained by grasping vines. A restrained creature takes 7 () poison damage at the start of each of its turns. The creature can use its action to make a Strength check, freeing itself on a success. The vines can also be destroyed: AC 13, 10 hit points, immunity to poison and psychic damage. The effect ends if the target is freed or the vines are destroyed. Recharge 5-6.
Thornburst. The Verdant Reliquary shakes loose a storm of thorny growth. Each creature of its choice within 10 feet must make a Dexterity saving throw, taking 14 () piercing damage on a failure, or half as much on a success. The area becomes difficult terrain until the end of the Reliquary's next turn.
Role
Territorial bruiser and controller
Built for
A party of four 5th-level characters; a challenging solo encounter, especially in its territory.

Gear

  • Seed-heart (Wondrous object, No listed monetary value)A pulsing seed embedded among the ribs; it is the focus that animates the creature.

Notes for the game master

The Greenward is a custom D&D 5E monster, not an official creature.
Its Vine Snare vines can be attacked independently as described in the action.
The creature is undead, though its animated vines are plant growth.

Tactics

  1. Opening

    Remain motionless among dead trees or overgrown ruins until a creature approaches, then use Vine Snare on a target near the edge of the group.

  2. Mid-fight

    Use Vine Snare to isolate a mobile or vulnerable character, then close in with Multiattack. Use Thornburst when two or more foes are nearby.

  3. End of the fight

    When reduced below half its hit points, use Thornburst to punish nearby attackers, then focus Rootbound Slam attacks on a restrained target. It fights to the last bone while within its guarded territory.

  4. Retreat

    It does not retreat while its seed-heart remains nearby. If the seed-heart is carried away, the creature becomes confused and seeks it rather than pursuing fleeing enemies.

How it fights

Choose targets that are separated from their allies before using Vine Snare.
Use its reach to threaten characters trying to free a restrained ally.
Avoid clustering tightly around opponents who can exploit its area attack.

Who it attacks first

A creature approaching or carrying its seed-heart
A target isolated by Vine Snare
A creature dealing significant damage to it
Other intruders within reach

Works well with

Vine-covered terrain makes it harder for enemies to escape its preferred fighting ground.
Allies that can push or pull enemies can help it keep targets within reach.

How to beat it

Ranged attacks can exploit its limited ability to pursue creatures outside its territory.
A restrained creature can use an action to escape, while allies can destroy the binding vines.
Fire can clear surrounding vegetation and deny cover, though it does not deal extra damage to the Reliquary.
Forced movement can draw it away from the seed-heart it instinctively guards.

Ways to avoid a fight

A character who offers a fresh seed or living cutting from a plant native to the Reliquary's territory may distract it for 1 minute, provided no one approaches the seed-heart.
Its movements and the growth of nearby vines can reveal the safest path through an overgrown ruin.
If approached without weapons and with respectful offerings, it may allow travelers to cross its territory without attacking.

Ecology

A towering skeleton wrapped in layers of thick green vines, with leaves sprouting between its ribs and thorny tendrils trailing from its arms. Two steady green lights burn in its empty eye sockets. When it moves, its bones click like a gate in the wind.

Behavior

It stands still for hours, resembling a dead tree tangled in creepers. It attacks anything that damages its rooted territory or approaches the green seed buried beneath its ribs. It rarely pursues prey beyond the edge of its territory.

How it lives

The seed-heart takes root in the rib cage of a long-dead guardian, using its bones as a frame and the surrounding vegetation as sustenance. It does not eat, reproduce, or sleep. If its seed-heart is destroyed, the vines quickly die and the skeleton collapses.

Lair

Its lair is usually a ring of dead trees or an overgrown stone enclosure. Roots web the ground, and green lights flicker beneath the soil near the buried seed-heart.

Habitat
Overgrown forests, ancient gardens, abandoned roads, ruined shrines, and burial grounds reclaimed by vegetation.

Signs that it is near

Vines grow in a pattern resembling a rib cage around trees or stone pillars.
Small animals avoid a circular patch of unusually lush vegetation.
Two green points of light can be seen between trunks after sunset.

Tags

undead,
plant,
guardian,
controller,
custom

Lore

Old roadside songs tell of a silent guardian who never let the road grow wild. The Verdant Reliquary is what remains when such a guardian's bones become entangled with an awakened seed. Locals leave offerings at the edge of its territory, hoping it will mistake them for tribute rather than trespass.

What drives it

Protect its seed-heart and keep intruders away from the overgrown territory it has claimed.

After the fight

When the creature falls, its vines wither rapidly, leaving a heap of old bones and one pulsing green seed. The seed goes dark if removed from the site where the Reliquary was rooted.

“The Verdant Reliquary is what remains when such a guardian's bones become entangled with an awakened seed.”
From its lore

Variants

A weakened Greenward has 67 hit points, no Thornburst, and is suitable for a lower-threat encounter.
An ancient Greenward may have 120 hit points and a stronger Vine Snare, but should be used as a more dangerous custom boss.

Hooks

Plot hooks

A village's old road has become impassable, and travelers claim a green-eyed skeleton now stands where the road enters the woods.
The creature's seed-heart is failing, and the only way to revive it may be to return a stolen relic buried beneath a nearby shrine.
A landowner wants the Reliquary removed, but the forest has flourished under its protection and nearby wildlife depends on its territory.

How to use it

Use it as the guardian of an overgrown shrine, forgotten road, or burial grove.
Pair it with difficult terrain and vine-covered walls to make its climb speed and restraint matter.
For a tense objective encounter, place the seed-heart somewhere the party must reach while the Reliquary tries to keep them away.

Treasure

A small cache of offerings near its territory may contain coins, carved tokens, or an old traveler's charm.
The seed-heart may be valuable to a druid, healer, or collector, but removing it risks killing the surrounding vegetation.

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