Umbral Thane - AI-generated fantasy Monster

Umbral Thane

Some woodland wardens are not slain by blight. They are planted. The Umbral Thane was once a protector bound to a grove that stood above a dark leyline. When a soul-binding ceremony beneath the roots went wrong, the guardian was buried in the contaminated earth and awakened with a blight spirit fused to its heart. The resulting creature now guards the grove with cruel devotion. It remembers fragments of old vows, the names of lost animals, and the shape of a child's hand carving a bird from wood. Those memories are the last barriers between the warden and complete spiritual dissolution.

MediumMonstrosity(Blightbound warden)CR CR 10Neutral Evil

Umbral Thane

blightcontrollerforest guardianleyline corruptionplantlikesolo monsterundead-adjacentwarden
HP168AC+8SPD30 ft., Climb 20 ft., Burrow 10 ft. through loose earth, roots, or plant matterCRCR 10PerceptionStealthSurvivalNature
STR
18
DEX
16
CON
20
save
INT
14
WIS
18
save
CHA
12
save
Blightbound Nature. The Thane has advantage on saving throws against being charmed or frightened. It doesn't need to eat, drink, or sleep.
Rootway Movement. The Thane can move across difficult terrain made of plants, roots, or loose earth without extra movement. Nonmagical plants don't impede it. It can also move through a space occupied by a Large or smaller plant or pile of roots, treating the space as difficult terrain.
Violet Sap Renewal. At the start of each of the Thane's turns, if it is touching earth, roots, or vegetation and has at least 1 hit point, it regains 10 hit points. This trait doesn't function during the next turn after the Thane takes radiant damage.
Anger in Bloom. Whenever the Thane takes damage from a creature within 5 feet of it, white flowers open in its hair until the end of its next turn. During that time, the Thane has advantage on its next attack roll, and the first creature it hits with an attack takes an extra 7 () psychic damage.
Warden's Communion. The Thane can communicate simple emotions and images to plants and beasts within 60 feet. Plants and beasts that aren't magically compelled are generally indifferent or fearful toward it.
Multiattack. The Umbral Thane makes two attacks, using Briarbound Grasp or Violet Sap Bolt in any combination.
Briarbound Grasp. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 13 () piercing damage plus 7 () necrotic damage. If the target is Large or smaller, it is grappled, escape . Until this grapple ends, the target is restrained, and the Thane can't use Briarbound Grasp against another target.
Violet Sap Bolt. Ranged Spell Attack: to hit, range 120 ft., one target. Hit: 18 () necrotic damage, and the target must succeed on a Constitution saving throw or its speed is reduced by 10 feet until the end of its next turn.
Warden's Bloom (Recharge 5-6). The Thane chooses a point it can see within 90 feet. Rootlike briars erupt in a 20-foot-radius sphere centered on that point. Each creature in the area must make a Dexterity saving throw, taking 27 () piercing damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is also restrained by the briars. A restrained creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. The briars wither after 1 minute or when the Thane uses this action again.
Blightbound Rebuke. The Thane releases a pulse of blight through the ground. Each creature of the Thane's choice within 15 feet must make a Wisdom saving throw. On a failed save, a creature takes 18 () psychic damage and is frightened until the end of its next turn. On a successful save, it takes half as much damage and isn't frightened. Plants and plant creatures make this save with disadvantage.
Rootbound Intercession. When a creature the Thane can see within 30 feet is hit by an attack, the Thane causes roots to coil around the attacker. The attacker must succeed on a Dexterity saving throw or have its speed reduced to 0 until the end of its next turn. The Thane can use this reaction only while standing on earth, roots, or vegetation.
Rootstep. The Thane moves up to half its speed without provoking opportunity attacks, provided it moves through difficult terrain, vegetation, or loose earth.
Sap Bolt. The Thane makes one Violet Sap Bolt attack.
Withering Tether (Costs 2 Actions). One creature restrained by the Thane's briars takes 10 () necrotic damage, and the Thane gains temporary hit points equal to the damage dealt.
Crown of Sudden Bloom (Costs 3 Actions). The Thane uses Blightbound Rebuke, if available, without expending a recharge. Each creature that fails the saving throw is also pushed up to 10 feet toward a space of the Thane's choice containing vegetation or difficult terrain.
1st level
Fog CloudConjuration The Thane creates a 20-foot-radius sphere of fog centered on a point within 120 feet. The sphere spreads around corners, and its area is heavily obscured. The fog lasts for 10 minutes or until strong wind disperses it.
EntangleConjuration The Thane magically restrains a creature in grasping vines. The target must make a DC 16 Strength saving throw or be restrained for up to 1 minute, repeating the save at the end of each of its turns.
2nd level
Pass without TraceAbjuration The Thane wreathes itself in shadowy plant matter. Until the spell ends, attacks against it have disadvantage unless the attacker can see through magical darkness or has truesight.
Spike GrowthTransmutation The Thane causes a 20-foot-radius area of ground to become difficult terrain. Plants in the area become hostile and grasping, imposing disadvantage on the first Dexterity saving throw made by each creature that enters the area before the spell ends.
3rd level
Major ImageIllusion The Thane creates an illusion of a hostile presence or a familiar woodland sound at a point within 60 feet. The illusion lasts for 1 minute and is used to split or misdirect intruders.
4th level
BlightNecromancy The Thane calls spectral roots and dead branches around a point within 120 feet. Each creature in a 20-foot-radius sphere must make a DC 16 Dexterity saving throw, taking 22 (4d10) necrotic damage on a failure, or half as much on a success. The area becomes difficult terrain for 1 minute.
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