GROVE GUARDIAN

GROVE Guardian

Tier 2 Solo
A large, multi-limbed forest protector with aspects of faun, equine, and other creatures.
Motives & Tactics: Aggressively defend woodlands, kick, hunt, judge

Difficulty: 16 | Thresholds: 14/28 | HP: 9 | Stress: 5
ATK: +4 | Hardwood Staff: Very Close | 2d8+6 phy
Experience: One with the Forest +3

FEATURES

Relentless (3) - Passive: The Guardian can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.

Fleet of Foot - Passive: The Guardian can mark a Stress to move up to Far range before or after making a standard attack.

Animate Forest - Action: Spend a Fear to animate all tree branches within Far range. Any target within Very Close range of a tree in that area must make an Agility Reaction Roll. On a failure, they take 2d6+4 physical damage and mark a Stress. On a success, they take half damage.

Judge the Firestarter - Action: Spend a Fear to target a PC within Far range the Guardian believes has started fires. The target must make a Presence Reaction Roll to convince the Guardian they are mistaken. If the Guardian has witnessed the target wielding fire, the roll has disadvantage. On a failure, the target must mark 2 Stress and becomes Vulnerable until they roll with Hope. The Guardian also clears a Stress. On a success, the target marks 1 Stress.

Powerful Kick - Reaction: After a successful attack, mark a Stress to kick the target, dealing 2d6+4 physical damage (combine the damage) and knocking the target to Far range.

Tail Swat - Reaction: After being hit by an attack, mark a Stress to reduce the damage by 4.

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