Topiary Sentinel (5e Creature)
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Large plant, lawful neutral
Skills Perception +5, Stealth +2
False Appearance. While the topiary sentinel remains motionless, it is indistinguishable from an inanimate shrub.
Multiattack. The topiary sentinel makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Leaf Storm (Recharge 5-6). The topiary sentinel sprays a 15-foot cube with razor-sharp leaves. Each creature in that area must make a DC 16 Dexterity saving throw. On a failed save, a creature takes 21 (6d6) slashing damage and is blinded until the end of its next turn. On a successful save, a creature takes half as much damage and is not blinded. This damage is magical.
Topiary sentinels are enchanted shrubs which guard the estates of nobles and mages. They remain hidden amongst other shrubs until an intruder steals through the grounds, at which point a topiary sentinel uproots itself and begins to hunt.
Awakened Plants. Wealthy aristocrats are often the target of burglars or assassins. To protect their property and themselves from harm, nobles with especially large and elaborate gardens may hire druids or hedge wizards to enchant some of their shrubs with arcane rituals. The result is an intelligent, mobile plant called a topiary sentinel.
Thug Thrashers. Topiary sentinels imprint on their masters when they first awaken, and will ignore anyone that bears the master’s livery or knows the right password. People who don’t have either of these things are marked as intruders, and the topiary sentinel will silently stalk them through the grounds before subduing them with bashing branches and blinding, razor-edged leaves.