Wilderguard: Difference between revisions
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[[Creature List|[Back to creatures]]] | [[Creature List|[Back to creatures]]] | ||
These humanoid constructs are created by Fae, forest elves, and other creatures native to woodlands, jungles, swamps, and shrublands. Wilderguards have the familiar form of a bipedal creature, but they are made entirely out of plant matter such as twigs and leaves. They make excellent scouts given their natural ability to blend in with their environment, and they generally have amenable dispositions. | |||
{| class="creature" | {| class="creature" | ||
|+ | |+ | ||
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| colspan="6" |''Small. Fae'' | | colspan="6" |''Small. Fae'' | ||
|- | |- | ||
! | !STR | ||
!DEX | !DEX | ||
!END | !END | ||
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| colspan="3" | | | colspan="3" | | ||
|- | |- | ||
| colspan="3" |'''Armor Rating''' 14 | | colspan="3" |'''[[Armor]] Rating''' 14 | ||
| colspan="3" |'''Resist''' Primal 1 | | colspan="3" |'''Resist''' [[Primal]] 1 | ||
|- | |- | ||
| colspan="3" |'''Hit Points''' 20 | | colspan="3" |'''Hit Points''' 20 | ||
| colspan="3" |'''Senses''' Low Light Vision | | colspan="3" |'''Senses''' Low-Light Vision 30 ft | ||
|- | |- | ||
| colspan="3" |'''Speed''' | | colspan="3" |'''Speed''' 25 ft, Climb 25 ft | ||
| colspan="3" | | | colspan="3" | | ||
|- | |- | ||
| colspan="6" |'''Skills''' (DEX) Sneaking +10; (AWR) Intuiting +2, Perceiving +6 | | colspan="6" |'''[[Skills]]''' (DEX) Sneaking +10; (AWR) Intuiting +2, Perceiving +6 | ||
|- | |- | ||
! colspan="6" |Features | ! colspan="6" |Features | ||
|- | |- | ||
| colspan="6" |'''Creaturespeak.''' The Wilderguard can communicate with beasts, accurately articulating conversations as complex as the beast is capable of comprehending. | | colspan="6" |'''Creaturespeak.''' The Wilderguard can communicate with beasts, accurately articulating conversations as complex as the beast is capable of comprehending. | ||
'''Primal Invoker.''' The Wilderguard can cast the following primal invocations. Photosynthesis, Reorient. | '''Primal Invoker.''' The Wilderguard can cast the following primal invocations. [[Photosynthesis]], [[Reorient]]. | ||
|- | |- | ||
! colspan="6" |Actions | ! colspan="6" |[[Actions]] | ||
|- | |- | ||
| colspan="6" | | | colspan="6" | | ||
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| colspan="6" |'''Move.''' The Wilderguard can move up to its speed. | | colspan="6" |'''Move.''' The Wilderguard can move up to its speed. | ||
|- | |- | ||
| colspan="6" |'''Pointy Stick.''' ''Reach | | colspan="6" |'''Pointy Stick.''' ''Reach 5 ft One-Handed Weapon.'' +3 vs AR. '''Hit:''' 5 (1d4+3) sharp. | ||
|- | |- | ||
! colspan="6" |Reactions | ! colspan="6" |Reactions | ||
Latest revision as of 07:53, 12 September 2024
These humanoid constructs are created by Fae, forest elves, and other creatures native to woodlands, jungles, swamps, and shrublands. Wilderguards have the familiar form of a bipedal creature, but they are made entirely out of plant matter such as twigs and leaves. They make excellent scouts given their natural ability to blend in with their environment, and they generally have amenable dispositions.
Wilderguard | |||||
|---|---|---|---|---|---|
| Monster Level: 2 | |||||
| Small. Fae | |||||
| STR | DEX | END | AWR | INT | CHA |
| -2 | 3 | 0 | 3 | -1 | 1 |
| Ref: 13 | Fort: 10 | Ant: 13 | Log: 9 | Will: 11 | |
| Armor Rating 14 | Resist Primal 1 | ||||
| Hit Points 20 | Senses Low-Light Vision 30 ft | ||||
| Speed 25 ft, Climb 25 ft | |||||
| Skills (DEX) Sneaking +10; (AWR) Intuiting +2, Perceiving +6 | |||||
| Features | |||||
| Creaturespeak. The Wilderguard can communicate with beasts, accurately articulating conversations as complex as the beast is capable of comprehending.
Primal Invoker. The Wilderguard can cast the following primal invocations. Photosynthesis, Reorient. | |||||
| Actions | |||||
The Wilderguard can MOVE and take ONE of the following actions. | |||||
| Move. The Wilderguard can move up to its speed. | |||||
| Pointy Stick. Reach 5 ft One-Handed Weapon. +3 vs AR. Hit: 5 (1d4+3) sharp. | |||||
| Reactions | |||||
| Vanish (1/Round). After it takes damage, the Wilderguard may turn invisible until the start of its next turn. | |||||