SFS Standard Xenowarden Rootsworn Creature 3

Xenowarden rootsworn are mentors and teachers, tasked with overseeing the training and command of a platoon of roots. Most rootsworn are talented spellcasters who can manipulate plants, using them to shield the Xenowarden from harm and to deploy allies across the battlefield.

Elite Weak Xenowarden Rootsworn Creature 3

Recall Knowledge DC 16 18 19
Humanoid (Society)
Perception +11
Languages Castrovelian, Common, Lashunta; telepathy 30 feet
Str +0 Dex +2 Con +0 Int +2 Wis +4 Cha +2

AC 16
Fort +5
Ref +9
Will +11
HP 35
Root Deflection [reaction] (primal) Trigger The rootsworn is standing on a solid surface and would be hit by a ranged Strike; Effect A mass of magical roots rapidly sprout from the ground and shield the Xenowarden rootsworn from harm. The Xenowarden rootsworn gains a +2 status bonus to their AC against the triggering Strike.

Speed 25 feet
Melee [one-action] baton +9 (analogfinessenonlethalparry), Damage 1d4 bludgeoning
Ranged [one-action] laser pistol +9 (expend 2mag 10range increment 40 feetreload 1tech), Damage 1d6 fire
Primal Spontaneous Spells DC 20, attack +12 (+2 damage to cantrips, +4 damage to other spells) (-2 damage to cantrips, -4 damage to other spells); 2nd (3 slots) 1st (4 slots) Cantrips (2nd)
Root Network [one-action] to [two-actions] (primal) The Xenowarden rootsworn conjures magical roots to move their allies around the battlefield. They select one willing ally within 100 feet who's standing on a solid surface, or three willing allies if they spend 2 actions to perform Root Network. The roots move each target up to their Speed in a direction of their choice, then deposit them safely on a solid surface.

All Creatures in "Xenowardens"

Xenowardens

The Xenowardens are a powerful and well-respected organization who aim to safeguard and study the natural world and ensure that technological advances are ecologically responsible. With an incredibly diverse membership, their ranks include, among others, hermits who practice nature magic and eschew technology and scientists who create renewable energy from algae. On the other end of the spectrum are elite combat units like the Wildknights and the Greenguards and feared ecoterrorists like the enigmatic Oleander. The Xenowardens are led by a Greenspeaker, who's elected by acclaim and advised by their peers.