How it fights
A caster is dangerous at a distance and considerably less so once you have closed. It spends the opening of a fight making the ground between you expensive to cross, and if it is allowed to keep that distance it will simply keep spending. Reaching it is the whole fight. What happens after you arrive is usually brief.
Field notes
The plants that move are met in the deep green and the old gardens gone wild, standing where they were rooted until something warm comes near enough. They do not hunt; they wait, and they have waited longer than the path that leads to them. Bones in the leaf litter with the small ones missing mark the reach. In the cold they sleep, and in the first warmth they are hungrier than anything else awake.
Where it is met
Met in the Green Tide, Tangled Wood, The Sundered Span, The Sealkeep, The Tide-Throne, The Last Vault, The Worldsedge Gate and The Rimewatch, by travellers of levels 1 to 55.
Known by these names
Known by these names: wall sentry, near-half sentry and keep sentinel.
What it leaves
Worth hunting for the water resistance and hardening it leaves behind, when it leaves anything.
The roll
Under this kind stand six of the least sort, 32 of the common sort, ten tough, seven elite, eight champion and two of boss rank, and two named: Ashdan, the Right Hand of the old growth and Vorgrin, the Fang of the old growth.
Where to look
Named under this kind
Kin on this ground
Met in the same places.
The record
Nobody has written it into a codex yet.
Your record
Sign in to see what your characters know about it. The codex widens as you meet a thing; ten encounters make a record. Sign in.
Generated from the game, 27 August 2026.

