Grassland Warden: Difference between revisions
Nathan Heard (talk | contribs) (Created page with "[Back to creatures] __NOTOC__ Info {| class="creature" |+ ! colspan="6" | === Name === |- | colspan="6" |''Monster Level:'' |- | colspan="6" |''Size. Type'' |- !'''STR''' !DEX !END !AWR !INT !CHA |- !0 !0 !0 !0 !0 !0 |- | !Ref: 10 !Fort: 10 !Ant: 10 !Log: 10 !Will: 10 |- | colspan="6" | |- | colspan="3" | | colspan="3" |'''Resist''' Info |- | colspan="3" |'''Armor Rating''' 10 | colspan="3" |'''Vulnerable''' Info |- | colspan="3" |'''Hit Points'...") |
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Each natural environment needs a guardian, and the mystic wardens fill this role. Amalgamations of plant and mineral matter in the shape of large beasts native to their environment, wardens would be apex predators if they needed to hunt or eat. Instead, they are stoic guardians of the natural state of things in their respective habitats, protecting the fragile balance of their ecosystem from foreign threats. | |||
When envisioning a warden, think of the flora and fauna natural to a region. A forest warden might look like a grizzly bear made out of oak bark and lichen, while a desert warden could resemble prickly pears joined together into the shape of a [[giant]] cobra. | |||
Wardens that dwell in mountains can be represented by any other environment’s warden: a forested mountain might have a forest warden, and a rocky mountain’s warden might have the stats of a cave warden. | |||
Many wardens, especially those in wooded environments, form friendships with small faerie lights called will o’ the wisps. Wardens will quietly assess adventurers to determine whether they pose a threat to their habitat. If the warden believes the heroes not to be a threat, they might send will o’ the wisps to [[guide]] the heroes. If the adventurers are deemed threatening, then the wisps might lure them into the warden’s clutches. | |||
{| class="creature" | {| class="creature" | ||
|+ | |+ | ||
! colspan="6" | | ! colspan="6" | | ||
=== | === Grassland Warden === | ||
|- | |- | ||
| colspan="6" |''Monster Level:'' | | colspan="6" |''Monster Level: 7'' | ||
|- | |- | ||
| colspan="6" |'' | | colspan="6" |''Gargantuan. Plant Monstrosity'' | ||
|- | |- | ||
!'''STR''' | !'''STR''' | ||
| Line 21: | Line 26: | ||
!CHA | !CHA | ||
|- | |- | ||
! | !4 | ||
! | !-2 | ||
! | !3 | ||
! | !2 | ||
! | !-3 | ||
! | !-2 | ||
|- | |- | ||
| | | | ||
!Ref: | !Ref: 8 | ||
!Fort: | !Fort: 13 | ||
!Ant: | !Ant: 12 | ||
!Log: | !Log: 7 | ||
!Will: | !Will: 8 | ||
|- | |- | ||
| colspan="6" | | | colspan="6" | | ||
|- | |- | ||
| colspan="3" | | | colspan="3" | | ||
| colspan="3" | | | colspan="3" | | ||
|- | |- | ||
| colspan="3" |'''[[Armor]] Rating''' | | colspan="3" |'''[[Armor]] Rating''' 13 | ||
| colspan="3" |''' | | colspan="3" |'''Resist''' Physical 4 '''Immune''' Psychic | ||
|- | |- | ||
| colspan="3" |'''Hit Points''' | | colspan="3" |'''Hit Points''' 80 | ||
| colspan="3" |''' | | colspan="3" |'''DR''' 3/Fire | ||
|- | |- | ||
| colspan="3" |'''Speed''' | | colspan="3" |'''Speed''' 40 ft | ||
| colspan="3" |'''Senses''' | | colspan="3" |'''Senses''' Tremorsense 120 ft | ||
|- | |- | ||
| colspan="3" | | | colspan="3" | | ||
| colspan="3" |'''Traits''' | | colspan="3" |'''Traits''' Immutable, Immovable | ||
|- | |- | ||
! colspan="6" |Features | ! colspan="6" |Features | ||
|- | |- | ||
| colspan="6" |''' | | colspan="6" |'''[[Primal]] Origin.''' The Grassland Warden has TA on attacks against [[Occult]] and [[Psionic]] creatures, and TD against [[Arcane]] and [[Divine]] creatures. | ||
'''Charge.''' If the Grassland Warden has moved at least 10 ft on its turn and hits with a Slam attack, it deals 7 (2d6) additional blunt [[damage]]. | |||
|- | |- | ||
! colspan="6" |[[Actions]] | ! colspan="6" |[[Actions]] | ||
|- | |- | ||
| colspan="6" | | | colspan="6" | | ||
==== ''The | ==== ''The Grassland Warden can take TWO of the following actions, or take the same action '''twice.''''' ==== | ||
|- | |- | ||
| colspan="6" |''' | | colspan="6" |'''Move.''' The Grassland Warden can move up to its speed. | ||
'''Slam.''' ''Reach 5 ft Natural Weapon''. +4 vs AR. '''Hit:''' 7 (1d6+4) blunt and the creature falls Prone. | |||
|- | |- | ||
! colspan="6" | | |||
|- | |- | ||
| colspan="6" | | | colspan="6" | | ||
==== ''''' | ==== '''''OR''' the Grassland Warden can take the following action.'' ==== | ||
|- | |- | ||
| colspan="6" |''' | | colspan="6" |'''Trample (Recharge 4).''' The Grassland Warden can move up to its speed. It makes a special attack against each hostile creature that comes within 5 ft of it during this movement: +4 vs REF. '''Hit:''' 14 (3d6+4) blunt damage and the creature falls Prone. '''Miss''': 1⁄2 damage and the creature does not fall Prone. | ||
|- | |- | ||
! colspan="6" |Reactions | ! colspan="6" |Reactions | ||
|- | |- | ||
| colspan="6" |''' | | colspan="6" |'''Interpose (1/Round).''' If a creature within 5 ft of the Grassland Warden takes damage, the Grassland Warden may take the damage instead. | ||
|} | |} | ||
Latest revision as of 18:23, 28 April 2024
Each natural environment needs a guardian, and the mystic wardens fill this role. Amalgamations of plant and mineral matter in the shape of large beasts native to their environment, wardens would be apex predators if they needed to hunt or eat. Instead, they are stoic guardians of the natural state of things in their respective habitats, protecting the fragile balance of their ecosystem from foreign threats.
When envisioning a warden, think of the flora and fauna natural to a region. A forest warden might look like a grizzly bear made out of oak bark and lichen, while a desert warden could resemble prickly pears joined together into the shape of a giant cobra.
Wardens that dwell in mountains can be represented by any other environment’s warden: a forested mountain might have a forest warden, and a rocky mountain’s warden might have the stats of a cave warden.
Many wardens, especially those in wooded environments, form friendships with small faerie lights called will o’ the wisps. Wardens will quietly assess adventurers to determine whether they pose a threat to their habitat. If the warden believes the heroes not to be a threat, they might send will o’ the wisps to guide the heroes. If the adventurers are deemed threatening, then the wisps might lure them into the warden’s clutches.
Grassland Warden | |||||
|---|---|---|---|---|---|
| Monster Level: 7 | |||||
| Gargantuan. Plant Monstrosity | |||||
| STR | DEX | END | AWR | INT | CHA |
| 4 | -2 | 3 | 2 | -3 | -2 |
| Ref: 8 | Fort: 13 | Ant: 12 | Log: 7 | Will: 8 | |
| Armor Rating 13 | Resist Physical 4 Immune Psychic | ||||
| Hit Points 80 | DR 3/Fire | ||||
| Speed 40 ft | Senses Tremorsense 120 ft | ||||
| Traits Immutable, Immovable | |||||
| Features | |||||
| Primal Origin. The Grassland Warden has TA on attacks against Occult and Psionic creatures, and TD against Arcane and Divine creatures.
Charge. If the Grassland Warden has moved at least 10 ft on its turn and hits with a Slam attack, it deals 7 (2d6) additional blunt damage. | |||||
| Actions | |||||
The Grassland Warden can take TWO of the following actions, or take the same action twice. | |||||
| Move. The Grassland Warden can move up to its speed.
Slam. Reach 5 ft Natural Weapon. +4 vs AR. Hit: 7 (1d6+4) blunt and the creature falls Prone. | |||||
OR the Grassland Warden can take the following action. | |||||
| Trample (Recharge 4). The Grassland Warden can move up to its speed. It makes a special attack against each hostile creature that comes within 5 ft of it during this movement: +4 vs REF. Hit: 14 (3d6+4) blunt damage and the creature falls Prone. Miss: 1⁄2 damage and the creature does not fall Prone. | |||||
| Reactions | |||||
| Interpose (1/Round). If a creature within 5 ft of the Grassland Warden takes damage, the Grassland Warden may take the damage instead. | |||||