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Home Catalog Dark Fantasy Monsters 3rd Guardian: Swamp King
3rd Guardian: Swamp King — Dark Fantasy Monsters STL miniature by Clay Cyanide

3rd Guardian: Swamp King

Dark Fantasy Monsters
Scale32mm, 75mm
FormatSTL, Pre-supported STL
PresupportedYes
Community4,299 views · 29 likes

3rd Guardian: Swamp King — The Encounter

Rootbound warden of the drowned mire, the Green Man made flesh · a boss your table can run with almost no prep. SRD 5.1-compatible.

Who Is 3rd Guardian: Swamp King

The marsh folk name it only in whispers, for to speak the Swamp King's true name is to call him. He is the third of the old wardens set to keep the drowned places, a thing grown rather than born, gathered across centuries from the roots of fallen trees, the bones of those the bog took, and the slow patient anger of standing water. Travelers who fell timber from the sacred groves or foul the black pools find their fires guttering and their paths circling back, and in the reeds they hear wood groan where no wind blows. He does not hate the living so much as he refuses to let them leave with what they have taken. Axes notch him and flame frightens him, but the swamp always mends what fire cannot finish. Hunters say the only mercy he offers is a quick drowning. The mire keeps its king, and the king keeps the mire.

Run 3rd Guardian: Swamp King in Sixty Seconds

3rd Guardian: Swamp King

Large plant, neutral

CR 6 · 2,300 XP · GUIDELINE
AC 16 (tangled root-bark) HP 138 (12d10+72) Speed 30 ft., swim 30 ft.
STR20+5
DEX9-1
CON22+6
INT8-1
WIS14+2
CHA11+0
SavesCon +9, Wis +5
SkillsAthletics +8, Stealth +2 (in swamp)
Resistbludgeoning, piercing, and slashing from nonmagical attacks not made with cold or slashing axes
Immpoison; poisoned, exhaustion, prone
Sensesdarkvision 60 ft., tremorsense 30 ft., passive Perception 12
Languagesunderstands Sylvan and the old tongue of the marsh but speaks only in groans of bending wood

Mire Stride. The Swamp King ignores difficult terrain caused by mud, bog, or undergrowth, and it can move through any space occupied by water or muck without provoking opportunity attacks. While standing in marsh or shallow water, it has advantage on Stealth checks.

Rootbound Regeneration. Signature. While the Swamp King is touching wet earth, swamp, or standing water at the start of its turn, it regains 10 hit points unless it took fire or necrotic damage since its last turn. It dies only if it starts its turn with 0 hit points and is not touching such ground.

Vulnerable to Flame. The Swamp King takes double damage from fire.

Actions

Multiattack. The Swamp King makes two Vine Slam attacks. If both hit the same target, the target is grappled (escape DC 15).

Vine Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (3d8 + 5) bludgeoning damage, and the target's speed is reduced by 10 ft. until the start of the Swamp King's next turn as clinging roots drag at it.

Engulfing Bog (Recharge 5-6). The Swamp King churns the ground into a 15-foot-radius sucking morass centered on itself. Each creature in that area must make a DC 15 Strength saving throw, taking 18 (4d8) bludgeoning damage and being restrained until the end of its next turn on a failure, or half damage and not restrained on a success.

Bonus Actions & Reactions

Drag Under. Reaction. When a creature the Swamp King is grappling tries to move away, the Swamp King pulls it 5 feet toward itself and that creature must succeed on a DC 15 Strength save or fall prone in the muck.

A towering man-shape woven from drowned roots, hanging moss, and bog-black sinew, mid-stride from the mire with a beard of weeds and fists the size of stumps. Where it walks the water rises to meet it.

3rd Guardian: Swamp King, Bound

Companion · acts on your initiative

Bound · GUIDELINE
AC 14 HP 82 (scaled ×0.6) Speed 30 ft., swim 30 ft.
STR20+5
DEX9-1
CON22+6
INT8-1
WIS14+2
CHA11+0

Rooted Resolve (signature). While 3rd Guardian: Swamp King is touching wet earth or marsh, it has advantage on saving throws against being moved, knocked prone, or frightened.

Actions

Thorn Lash. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) slashing damage, and the target must succeed on a DC 13 Constitution save or take 4 (1d8) poison damage from festering thorns.

Reactions

Tangling Snare. Reaction. When a creature within 10 feet moves, 3rd Guardian: Swamp King lashes out; the creature must succeed on a DC 13 Dexterity save or have its speed reduced to 0 until the end of its next turn.

A lesser thing of bramble and bog-iron that trails the Swamp King like a hound of thorns, snaring stragglers so the king never need give chase.

Guideline numbers — formula-tuned and read from the miniature's design, not yet table-proven. Tell us how it ran in the comments.

How It Fights — by Tier

Same creature, scaled threat. The traits never change; only the numbers move.

Tier 1Levels 1-4 · GUIDELINE
AC14HP8d8+24 (60) To-hit+4Save DC13

Open from the muck with a Vine Slam and grapple a single front-liner to pin the party in the bog. If foes cluster, ready Engulfing Bog to restrain two of them, then drag the grappled target under. Kill-priority is whoever carries a torch; pair it with reed-lurking minions so it never fights in the open.

Tier 2Levels 5-10 · NATIVE
AC16HP12d10+72 (138) To-hit+8Save DC15

Lead with Engulfing Bog the moment two or more PCs stand close, then Multiattack the restrained ones and grapple the squishiest caster. Fight with your feet in water so Rootbound Regeneration ticks every turn; bait the party into wasting turns on raw HP. Kill-priority is anyone holding fire or a magic axe. This is a bruiser, not a boss, so pair it with a marsh hag or a bigger threat directing it.

Tier 3Levels 11-15 · GUIDELINE
AC18HP18d12+108 (225) To-hit+9Save DC17

Run it as the muscle in a flooded lair, churning Engulfing Bog every recharge to restrain the cluster while it slams the front line and drags casters under. Lean on the lair's standing water so regeneration is relentless and force the party to bring fire or fall back. Pair it with a controller or a larger boss; alone, a high-tier party simply burns it down between heals.

Put 3rd Guardian: Swamp King on the table

Download the presupported STL and run the fight tonight — the model, and the encounter that comes with it.

Get the STL on MyMiniFactory →

Clay Cyanide Companion Rules v1

How a bound creature acts

Original Clay Cyanide material © Clay Cyanide LLC — explicitly not the non-SRD official sidekick rules.

Questions, Asked at the Table

What CR is 3rd Guardian: Swamp King?

Natively CR 6 (2,300 XP), a Tier 2 brute for parties of levels 5-10. The same traits scale down to a ~CR 2 version for Tier 1 and up to a ~CR 11 version for Tier 3; only the numbers move, the kit stays identical.

Can 3rd Guardian: Swamp King be a companion or ally?

Yes. As a neutral warden it can be befriended or bargained with by those who tend the marsh, and it makes a fearsome lair guardian or escort. Use the included Bramblekin, Bound stat block as a scaled-down allied version that snares foes and holds a chokepoint.

How do I counter its regeneration?

Fire and necrotic damage shut off Rootbound Regeneration for a round, and fire deals double. Better still, lure or shove it onto dry ground away from swamp and standing water, where it cannot heal at all and dies if it starts a turn at 0 HP.

Tell Us How It Ran

Played 3rd Guardian: Swamp King at your table? Log in with your Obsidian Tavern account to leave a balance note, a war story, or a file issue — the sharpest reports get the block revised.

Technical Specifications

Native Scale

32mm, 75mm

File Contents

STL, Pre-supported STL

Recommended Resin

Standard or ABS-like resin, 0.05mm layer height

Presupported

Yes — ready to print, optimized supports included