Guardian of The Forest (5e Creature)

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Guardian of The Forest

Medium fey, chaotic neutral


Armor Class 16 (natural armor)
Hit Points 3207 (540 outside of forest)
Speed


STR DEX CON INT WIS CHA
29 (+9) 23 (+6) 27 (+8) 28 (+9) 30 (+10) 24 (+7)

Saving Throws Intelligence (+18), Wisdom (+19)
Damage Resistances bludgeoning, slashing, piercing damage
Damage Immunities acid, poison, physic damage
Condition Immunities charmed, incapacitated, petrified, poisoned
Senses passive Perception 27, Truesight (only within forest), Blindsight 120 ft (only within forest)
Languages all
Challenge 30 (155,000 XP)


Guardian of The Forest. As the guardian of the forest, the following abilities are granted as long as long as the guardian remains within their forest (all bonuses are already incorporated to the creature’s stats).

  • The guardian’s health is permanently increased by 1 for every square mile of protected land (2667 hp). Additionally, the guardian regains 1 hit point every turn for every 10 square miles of land they protect (267 hp/turn), and are immune to all effects that would age them, including natural and magical aging.
  • The guardian permanently gain the benefits of the spells Speak With Animals and Speak With Plants. All beasts and plants regard the guardian as a friend unless their actions prove otherwise. Additionally, the guardian is aware of the exact location of anyone who enters or remains in the protected land, but no other information, and can telepathically communicate with any number of creatures within the protected area, regardless of distance.
  • The guardian has Truesight when looking anywhere within the protected area, and gains Blindsight out to 120 ft.
  • The guardian can cast the spells Control Weather, Move Earth, Shapechange, & Teleport anywhere within the protected area at will, requiring no material, somatic, or verbal components. Additionally, the guardian gains one spell slot of every level they can cast, and the casting time for all spells you cast is halved. This does not apply to rituals.
  • The guardian is immune to poison and acid damage, along with the charmed, incapacitated, petrified, and poisoned conditions.
  • Whenever a total of 50% or more of the area you protect is damaged, the guardian loses all of the abilities from this boon until 50% or more of the area is healed. If the area is completely destroyed, the guardian permanently loses this boon, and can possibly gain the wrath of entity that gave the guardian the boon.

Tireless Soul. The guardian cannot gain levels of exhaustion.

Spellcasting. The guardian is a level 30 spellcaster with a spell save DC of 32 and +24 to hit with spells. The guardian knows every spell within the cleric, druid, and sorcerer spell list, including cantrips. The guardian can use his action to cast any of these spells.

1st level - unlimited

2nd level - unlimited

3rd level - unlimited

4th level - unlimited

5th level - 6 slots

6th level - 6 slots

7th level - 5 slots

8th level - 4 slots

9th level - 4 slots

ACTIONS

Fist. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 6) bludgeoning damage.

Staff. Ranged Weapon Attack: +15 to hit, reach 60 ft., one target. Hit: 8 (1d4 + 6) bludgeoning damage.

REACTIONS

Whenever the guardian takes damage from an attack that targets one, they can use their reaction to attack the creature with any spell that targets only one creature and has a casting time of one action or bonus action.


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