Rootbound Sentinels - AI-generated fantasy Monster

Rootbound Sentinels

Before the shrine fell, its wooden wardens were gifted with a simple blessing, to stand watch, to turn aside the hungry dead, and to keep the sacred grove from being cut. When the blight entered the roots, that same oath warped into an endless command. The sentinels now judge all living things as intruders, and every footstep near the altar wakes old obedience mixed with new corruption.

LargeMedium(plant, guardian)CR moderateNeutral Evil

Rootbound Sentinels

blightguardianplantshrineundead-adjacentterrain-controlwoodland-horror
HP114AC17SPD30 ft., climb 20 ft.CR6 (2,300 XP)PerceptionStealthSurvival
STR
19
DEX
12
CON
18
save
INT
6
WIS
15
save
CHA
10
Forest Warden. The sentinel can move through nonmagical plants and root tangles as if they were not difficult terrain. While in dim light, foliage, or natural rubble, it has advantage on Dexterity (Stealth) checks.
Twisted Oath. The sentinel has advantage on saving throws against being charmed or frightened, and it ignores magical fear unless the source is radiant damage or consecrated ground.
Snaring Roots. A creature that starts its turn within 10 feet of the sentinel must succeed on a Strength saving throw or have its speed reduced to 0 until the start of its next turn if the sentinel moved this round.
Sap Renewal. The sentinel regains 10 hit points at the start of its turn if it is touching natural soil or root-filled stone and has not taken fire damage since the end of its last turn.
Bramble Glaive. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 13 () bludgeoning damage plus 4 () necrotic damage, and the target must succeed on a Strength saving throw or be knocked prone.
Seed-Spike Volley. Ranged Spell Attack: to hit, range 60 ft., one target. Hit: 14 () piercing damage, and the target's speed is reduced by 10 feet until the end of its next turn as thorns knot around its limbs.
Blighted Rootshock. The sentinel slams its hands into the ground. Each creature of its choice within 15 feet must make a Dexterity saving throw, taking 18 () bludgeoning damage and 9 () necrotic damage on a failed save, or half as much damage on a successful one. The area becomes difficult terrain until the start of the sentinel's next turn.
Thornlash. When a creature within 10 feet hits the sentinel with a melee attack, the attacker must succeed on a Dexterity saving throw or take 7 () piercing damage from snapping roots.
Root Glide. The sentinel moves up to half its speed without provoking opportunity attacks.
Grasping Bramble (Costs 2 Actions). One creature within 10 feet must succeed on a Strength saving throw or be restrained by roots until the end of its next turn.
Cleave the Ground (Costs 3 Actions). The sentinel makes one Bramble Glaive attack. If the target is prone, the attack deals an extra 7 () necrotic damage.
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