Yulewood Guardian
Large • Plant • Unaligned
Armor Class 16
Hit Points 93 (11d10 + 33)
Speed 30 ft.
Initiative -1 (9)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 17 (+3) | 9 (-1) | 16 (+3) | 2 (-4) | 8 (-1) | 3 (-4) |
Damage Vulnerabilties fire
Damage Resistances cold
Senses blindsight 30 ft., passive Perception 9
Languages understands Common but can’t speak
CR 4 (XP 1,100; PB +2)

Unusual Nature. The guardian doesn't require sleep.
ACTIONS
Multiattack. The guardian makes two Slam attacks.
Slam. Melee Weapon Attack: +5, reach 5 ft. Hit: 14 (2d10 + 3) bludgeoning damage.
Needle Salvo. Dexterity Saving Throw: DC 13, one creature within 30 feet of the guardian that it can see. Failure: 20 (8d4) piercing damage. Success: Half damage.
BONUS ACTIONS
Jiggle Decorations (Recharges after a Rest). The guardian casts hypnotic pattern (spell save DC 13). The spell is centered on the guardian and only affects the creatures of the guardian’s choice.
REACTIONS
Protection. Trigger: An attack roll hits an allied creature within 5 feet of the guardian. Response: The allied creature gains a +5 bonus to AC, including against the triggering attack and possibly causing it to miss, until the start of the guardian's next turn.
Yulewood Guardian
Large • Plant • Unaligned
Armor Class 15
Hit Points 37 (5d10 + 10)
Speed 30 ft.
Initiative -1 (9)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 9 (-1) | 14 (+2) | 2 (-4) | 8 (-1) | 3 (-4) |
Damage Vulnerabilties fire
Damage Resistances cold
Senses blindsight 30 ft., passive Perception 9
Languages understands Common but can’t speak
CR 1 (XP 200; PB +2)

Unusual Nature. The guardian doesn't require sleep.
ACTIONS
Multiattack. The guardian makes two Slam attacks.
Slam. Melee Weapon Attack: +4, reach 5 ft. Hit: 6 (1d8 + 2) bludgeoning damage.
Needle Salvo. Dexterity Saving Throw: DC 12, one creature within 30 feet of the guardian that it can see. Failure: 10 (4d4) piercing damage. Success: Half damage.
BONUS ACTIONS
Jiggle Decorations (Recharges after a Rest). The guardian casts hypnotic pattern (spell save DC 12). The spell is centered on the guardian and only affects the creatures of the guardian’s choice.
REACTIONS
Protection. Trigger: An attack roll hits an allied creature within 5 feet of the guardian. Response: The allied creature gains a +4 bonus to AC, including against the triggering attack and possibly causing it to miss, until the start of the guardian's next turn.
Yulewood Guardian
Large • Plant • Unaligned
Armor Class 17
Hit Points 142 (15d10 + 60)
Speed 30 ft.
Initiative -1 (9)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 19 (+4) | 9 (-1) | 18 (+4) | 2 (-4) | 8 (-1) | 3 (-4) |
Damage Vulnerabilties fire
Damage Resistances cold
Senses blindsight 30 ft., passive Perception 9
Languages understands Common but can’t speak
CR 7 (XP 2,900; PB +3)

Unusual Nature. The guardian doesn't require sleep.
ACTIONS
Multiattack. The guardian makes two Slam attacks.
Slam. Melee Weapon Attack: +7, reach 5 ft. Hit: 23 (3d12 + 4) bludgeoning damage.
Needle Salvo. Dexterity Saving Throw: DC 15, one creature within 30 feet of the guardian that it can see. Failure: 35 (10d6) piercing damage. Success: Half damage.
BONUS ACTIONS
Jiggle Decorations (Recharges after a Rest). The guardian casts hypnotic pattern (spell save DC 15). The spell is centered on the guardian and only affects the creatures of the guardian’s choice.
REACTIONS
Protection. Trigger: An attack roll hits an allied creature within 5 feet of the guardian. Response: The allied creature gains a +6 bonus to AC, including against the triggering attack and possibly causing it to miss, until the start of the guardian's next turn.
QUICK REFERENCE
USING MONSTER VARIANTS
Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.
Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.
Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.
