Sources
CR
Type
Size
Alignment
Movement

The Gardener

Medium Fey (archfey, druid), Neutral Good

Armor Class 17 (natural armor)
Hit Points 209 (22d8 + 110)
Speed 30 ft.
STR
21
+5
DEX
16
+3
CON
20
+5
INT
17
+3
WIS
20
+5
CHA
18
+4
Saving Throws DEX +7, CON +9, WIS +9, CHA +8
Skills Insight +9, Nature +11, Perception +9, Survival +13
Damage Resistances cold, fire
Damage Immunities poison
Condition Immunities Charmed, Frightened, Poisoned
Senses truesight 120 ft., passive Perception 19
Languages Common, Druidic, Elvish, Sylvan
Challenge 12 (8,400 XP)

Traits

Fey Rebirth. If the Gardener dies in the Eternal Garden, they revive with all their hit points 1d4 days later in a safe location within the garden.

Legendary Resistance (3/Day). If the Gardener fails a saving throw, they can choose to succeed instead.

Unfettered Steps. The Gardener is unaffected by difficult terrain.

Spellcasting

Spellcasting. The Gardener casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 17):

At will: Druidcraft, Speak with Animals, Speak with Plants

1/day each: Heroes' Feast (as an action), Teleport

2/day each: Awaken (as an action), Goodberry, Plant Growth (as an action only)

Actions

Multiattack. The Gardener makes two Vine attacks and can use Breath of Tranquility if available.

Vine. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit:11 (1d12 + 5) bludgeoning damage plus 9 (2d8) psychic damage, and if the target is a Large or smaller creature, the vine wraps around the target, and the target has the grappled condition (escape DC 17). The vine vanishes when the target is no longer grappled, or when the Gardener wills it to (no action required). A creature reduced to 0 hit points by the vine has the unconscious condition but is stable instead of dying.

Breath of Tranquility (Recharge 5–6). The Gardener exhales soporific vapor in a 30-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or have the poisoned condition. A poisoned creature must repeat the saving throw at the end of its next turn. On a failed save, it has the unconscious condition, and on a successful save, the effect ends on it. An unconscious creature is no longer poisoned and remains unconscious for 1 hour, until it takes damage, or until a creature uses an action to shake it awake.

Reactions

Pacification. When a creature within 120 feet of the Gardener damages the Gardener, that creature takes 10 (3d6) psychic damage, and the Gardener teleports, along with anything they are wearing or carrying, to an unoccupied space they can see within 15 feet. A creature reduced to 0 hit points by the psychic damage has the unconscious condition and is stable instead of dying.

Spell Refuge. When the Gardener or a creature within 30 feet of the Gardener takes damage from a spell, the Gardener chooses up to 5 creatures within 30 feet of themself. The Gardener and the chosen creatures have resistance to all damage from the triggering spell.

Lore

The Gardener is an archfey who adores the splendor of nature, the joy of song, and the glow of shared merriment. This ancient being once wandered the Feywild and worlds of the Material Plane until two dear friends created a wondrous garden and asked the Gardener to tend to it. The Gardener agreed to the request, then pulled the garden from the Material Plane and transformed it into a Domain of Delight—a region of the Feywild that bows to an archfey's will. This place became known as the Eternal…