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Blooming Guardian

The pestilent blossoms adorning the antlers of a blooming guardian are most beautiful in moonlight, when they achieve full bloom and reveal their celestial glow. When blooming guardians near the end of their life cycle, they walk one final patrol of their forest as their ancient body decomposes into the understory.

Recall Knowledge - Beast (Arcana, Nature): DC 34
Unspecific Lore: DC 32
Specific Lore: DC 29

Elite | Normal | Weak
Proficiency without Level

Changes from being Weak are marked in red below.
NOTE: The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.

Weak Blooming GuardianCreature 14

Large Beast 
Source Howl of the Wild pg. 128 2.0
Perception +29; low-light vision, scent (imprecise) 40 feet
Languages Fey; speak with animals, speak with plants
Skills Athletics +28, Intimidation +19, Nature +27, Survival +25
Str +5, Dex +3, Con +5, Int +1, Wis +3, Cha +1
Petal Form The blooming guardian can dissipate momentarily into a swirling cloud of petals and pollen to pass over brambles and slip through cracks. When Striding in woodland terrain, the blooming guardian ignores difficult terrain and can pass through obstacles so long as there is a small passageway.
AC 34; Fort +30, Ref +21, Will +23
HP 340; Resistances void 15; Weaknesses fire 15
Buck [reaction] DC 34
Speed 50 feet
Melee [one-action] antlers +26 [+21/+16], Damage 4d12-2+5 piercingMelee [one-action] hooves +24 [+19/+14], Damage 4d10-2+5 bludgeoning plus Improved KnockdownPrimal Innate Spells DC 31 (-4 dmg); 3rd animal vision; Constant (4th) speak with animals, speak with plants
Budding Siphon [one-action] (aura, primal, stance, void) 20 feet. A blooming guardian is in a constant state of decomposition; to keep this entropy at bay, the flowers that cover their antlers continually siphon life from the surrounding area. All living creatures that enter or start their turn in the emanation take 6d4 void damage (DC 34 basic Fortitude save).
At the start of their turn in any round that the blooming guardian deals damage with siphoning buds, they gain 10 temporary Hit Points, plus 2 temporary Hit Points for each creature damaged beyond the first since the blooming guardian's last turn, to a maximum of 20 temporary Hit Points.
Full Bloom [one-action] (poison, primal, stance) The flowers on the blooming guardian's antlers bloom, unveiling their brilliance as they eat away at their host. While in this stance, the blooming guardian's Strikes deal an additional 2d4 poison damage plus 5 persistent poison damage; on a hit, a target must succeed at a DC 34 Fortitude save or become enfeebled 2. The blooming guardian takes 5 persistent poison damage as long as it's in Full Bloom.Goring Charge [two-actions] The blooming guardian Strides twice and makes an antlers Strike after either Stride. If the Strike hits, the blooming guardian deals an extra 2d12 bludgeoning damage, and the target takes a –2 circumstance penalty to its next Fortitude save against blossom siphon.Wail of the Forest [two-actions] (primal, void) Requirements The blooming guardian is in Full Bloom; Effect The blooming guardian confronts their mortality, causing their flowers to burst and spray their pollen. All creatures in a 40-foot cone take 10d10 void damage with a DC 34 Fortitude save. The blooming guardian then exits Full Bloom and can't enter it again for 1d4 rounds.
Critical Success No effect.
Success The creature takes half damage.
Failure The creature takes full damage and becomes drained 1. Creatures that are enfeebled lose that condition and increase the drained condition by the same value.
Critical Failure As failure, but double damage.