Grove Sentinel

Description:

Grove Sentinels are hulking, intelligent tree-like creatures twisted by the Wildheart Blight. Their bark is blackened and cracked, glowing faintly with green necrotic energy. Vines and moss snake across their bodies, pulsating with corrupted life. As guardians of the Blight, Grove Sentinels fiercely protect its expansion and will relentlessly hunt intruders.  

Fighting Strategy:

Grove Sentinels prefer to fight from a distance, using their roots and vines to ensnare and crush enemies. If opponents get too close, they use their massive limbs to deal devastating blows. They focus on restraining spellcasters and picking off weaker targets first. Their Blighted Overgrowth ability allows them to alter the terrain, making it difficult for foes to escape.  

Stats

  • Armor Class: 16 (Natural Armor)
  • HP: 136 (13d10 + 65)
  • Speed: 30 ft.

Saving Throws:

  • Strength +8
  • Constitution +7
  • Wisdom +5

Resistances:

  • Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Poison, Necrotic
Immunities: Charmed, Frightened, Poisoned

Attacks:

  • Multiattack: The Grove Sentinel makes two melee attacks with its Slam or one Slam and one Vine Lash.
  • Slam: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.
  • Vine Lash: Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 15 (2d10 + 5) bludgeoning damage, and the target must succeed on a DC 16 Strength saving throw or become restrained. A restrained creature can repeat the saving throw at the end of its turn, ending the condition on a success.

Special Abilities:

Blighted Overgrowth (Recharge 5–6):
  • The Grove Sentinel corrupts the ground in a 30-foot radius around it. The area becomes difficult terrain, and any creature that starts its turn in the area must succeed on a DC 15 Constitution saving throw or take 10 (3d6) necrotic damage. 
  • This effect lasts for 1 minute or until the Grove Sentinel uses this ability again.
Photosynthetic Regeneration:
  • The Grove Sentinel regains 10 hit points at the start of its turn if it is exposed to sunlight.
Thorny Retribution:
  • Whenever a creature within 5 feet of the Grove Sentinel hits it with a melee attack, the attacker takes 7 (2d6) piercing damage as thorns erupt from the Sentinel’s bark.
Blight Connection:
  • The Grove Sentinel is immune to any effect that would cause it to move against its will (e.g., forced movement or teleportation effects).
  Legendary Action (Optional): If needed to increase its danger for higher-level parties:   Entangle (Costs 2 Actions): The Grove Sentinel targets a 15-foot square of ground it can see within 30 feet. Vines erupt in the area, forcing creatures to make a DC 16 Dexterity saving throw or become restrained.