Wickbound Spore Sentinel - AI-generated fantasy Monster

Wickbound Spore Sentinel

The lower chambers once belonged to a meticulous lightworks guild that refined oils, bundled wick, and stored emergency lantern stock for the streets above. When the dungeon was breached from below, the guild tried to save the vault by growing living ward-keepers into the walls and barrels themselves. Something in the Underdark answered the call. Now the guardian remains loyal to the old purpose but follows a corrupted interpretation of it: preserve the supplies, deny passage, and extinguish any force that threatens the night supply line.

Largeconstruct(fungus-bound sentinel)CR Highunaligned

Wickbound Spore Sentinel

underdarkfungusguardianelitelightworksoil vaultboss-adjacentcontrol
HP136AC17SPD30 ft., climb 20 ft.CR8 (3,900 XP)PerceptionStealthInsight
STR
22
DEX
10
CON
18
save
INT
8
WIS
14
save
CHA
12
save
Living Stockpile Wards. The sentinel has advantage on saving throws against being charmed, frightened, paralyzed, or poisoned. If it would be moved against its will, it can reduce that movement by 10 feet, as the mycelium in the floor braces its bulk.
Chokepoint Anchor. While the sentinel is within 5 feet of a wall, door, shelf, cask stack, or similar solid object, it gains a bonus to AC and cannot be knocked prone unless it is incapacitated.
Heat-Reactive Spores. Bright light does not harm the sentinel, but any creature that starts its turn within 10 feet of a magical flame, a burning oil slick, or an open fire source must succeed on a Constitution saving throw or take 5 () fire damage as the sentinel's spores burst dry and angrily around the heat.
Multiattack. The sentinel makes two Binding Halberd attacks.
Binding Halberd. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 11 () slashing damage plus 7 () necrotic damage. If the target is Large or smaller, it must succeed on a Strength saving throw or be pulled up to 10 feet straight toward the sentinel and knocked prone if it ends this movement adjacent to a wall, door, cask stack, or other solid obstacle.
Smothering Spores. The sentinel ruptures a cask-choked spore sac at a point it can see within 30 feet. Each creature in a 15-foot-radius sphere centered on that point must make a Constitution saving throw, taking 21 () poison damage on a failed save, or half as much damage on a successful one. The area becomes lightly obscured until the start of the sentinel's next turn. A creature that fails the save is also unable to take reactions until the end of its next turn as spores clog its throat and eyes.
Ward-Binding Ray. The sentinel targets one creature it can see within 60 feet that is touching a metal door, cask, crate, wick bundle, lantern rack, or similar object. The target must succeed on a Wisdom saving throw or become tethered by glowing fungal cords for 1 minute. While tethered, its speed is reduced by 10 feet, and it cannot move more than 30 feet away from the sentinel. The target can repeat the save at the end of each of its turns, ending the effect on a success. The effect also ends if the cords are destroyed, which requires an action and 15 damage in a single hit.
Sporeback Retaliation. When a creature within 10 feet of the sentinel hits it with a melee attack, the attacker must succeed on a Constitution saving throw or take 7 () poison damage and have its speed reduced by 10 feet until the end of its next turn as a burst of clinging spores erupts from the impact.
Drift. The sentinel moves up to half its speed without provoking opportunity attacks.
Punish Intrusion (Costs 2 Actions). The sentinel makes one Binding Halberd attack, or it uses Ward-Binding Ray if available.
Spore Vent (Costs 2 Actions). The sentinel releases a smaller spore burst centered on itself. Each creature of its choice within 10 feet must succeed on a Constitution saving throw or take 10 () poison damage and be unable to take reactions until the start of its next turn.
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