Wellspring Guardian (Corebound Awakening Supplement)

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Wellspring Guardian[edit]

Large mana beast, unaligned


Armor Class 17 (natural armor)
Hit Points 60 (7d10 + 14)
Speed 30 ft


STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 22 (+6) 14 (+2) 22 (+6) 18 (+4)

Proficiency Bonus +4
Senses passive Perception 16
Languages
Challenge N/A (3900 XP)


SHP = 108

MP (Mana Points) = 90

Mana Core: Sentient Emitter Aspect. At the start of each of its turns, the Guardian regains 6 MP and at the end of each round, the Guardian heals itself for 10 HP(SHP first, then DHP).

Healing Rain. The Guardian can spend 4 MP to heal all allies within 20 ft for 15 HP(SHP first, then DHP).

Unshakable Pulse. Immune to charm, fear, and exhaustion.

Overflow Core. If the Guardian drops to 0 DHP, it may spend 20 MP to explode with healing, reviving itself to full DHP and healing all allies within 30 ft for 30 HP(SHP first, then DHP). Can only be used twice per short rest.

Minor Spellcasting. Can cast spells up to 6 difficulty.

Actions

Radiant Bloom. The Guardian can spend 5 MP plant a glowing flower on the battlefield that pulses each round, healing 10 SHP to nearby allies for 4 rounds.

Mana Barrier. As a reaction it can spend 3 MP to gain 20 Temporary HP

Mana Strike Melee Attack: +6 to hit, reach 5 ft, one target. Hit: 15 (2d8 + 6) slashing.

Battlefield Action: Wellspring Awakening

Tell (End of Turn): At the end of its turn, glowing fissures spread from beneath it, and radiant mist begins to rise.

Trigger (Start of Next Turn): The area in a 40 ft radius becomes a Sanctified Field for 4 rounds:

Enemies entering or starting their turn inside take 2d8 radiant damage.

Allies regain 10 HP(SHP first, then DHP) per turn, and are immune to all conditions for the duration.

Counter Options:

Interrupt: A creature with Emitter affinity can succeed a DC 20 Arcana check to discharge the build-up by targeting the Guardian with a spell that disrupts magical buildup.

Mitigate: Stay outside the Sanctified Field.

Control: If the Guardian is moved from its position the field dissipates.


Core Drop: 20% for the core to survive the death of the monster, if it does not survive it shatter, it pushes anyone who is in 5 ft of it 5 ft back and makes them prone. Anyone who is in 5 ft from the core on shattering regains half of the max MP the core has and anyone in 10 ft a quarter.

Sentient Core: 20% for the core to have the beast's will in it.



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