Swamp Thing defends by creating massive amounts of party friendly difficult terrain and pulling his enemies into it. Enemies will be slowed or immobilized much of the time on top of that and he uses World Serpent's Grasp and several other powers that prone as well. He's a warden that takes several feats and powers to boost his toughness and defenses for once enemies are stuck next to him.
I will put it through the CB later on, but it works fine as is.
Life Spirit (or wildblood) Warden (mc monk)
Starting stats 18 11 15 8 16 10
Final Stats 28 13 17 10 24 12
Level 21 Past Life: Dwarf
Level 24 Past Life: Githzerai
Background: something with a nature or perception bonus.
Trained Skills: Athletics, Perception, Heal, Nature, Dungeouneering
1 Thorn Strike
1 Weight of the Earth
1 Hungry Earth
1 Form of Winters Herald
2 Erupting Font
3 Strongskin Clash
5 Rampant Forest
6 Soothing Wind (retrained at 21 for natural Terrain Understanding)
7 Sheltering Storm
9 Form of the Oak Sentinel
10 Tremor Step
13 Drown in Mud
15 Form Of the Avalanche Unleashed
16 Cleansing Earth
17 Warden's Lure
19 Form of the Rowan Sentinel
23 Primal Rebuke
25 Form of the Entangling Spider
27 Screaming Wind Strike
29 Form of the Imperious Phoenix
1 Light Blade Expertise
2 Monastic Disciple (eternal tide)
4 Mark of Finding
6 Terrain Advantage
8 World Serpents Grasp
10 Nimble Blade
11 Improved Defenses
12 Sudden Roots
14 Eyes in the Back of Your Head
16 Opportunistic Withdrawal
18 LifeSpirit Healing (retrained to dwarven durability at 21)
20 Shield Specialization (retrained to defensive advantage at 22)
21 Primal Resurgence
22 Rapid Wild Defense
24 Zuoken’s Centering
26 Enduring Font
28 Strength Through Challenge
30 Superior Initative
Items not done yet: Rapier, Heavy Shield, Hide Armor are the base equipment.
Ways it generates difficult terrain (almost of all of which is party friendly): Hungry Earth, Form of Winter’s Herald, Stone Panoply (from level 5 on), Rampant Forest, Tremor Step, Awaken the Forest (won’t see much use since its standard action), Drown In Mud (only non-party friendly one), and at 11 every square adjacent to Swamp Thing is difficult terrain for enemies while in guardian form.
Ways Swamp Thing extends reach: action points extend reach for a round while in guardian form and several forms extend reach: Form of the Oak Sentinel, Form of the Rowan Sentinel, and Form of the Verdant lord. Both Thorn Strike and flurry of blows have reach 2 by default, but can get to 4 with action point while in certain guardian forms (on second reading, not sure those two powers get extended since they have specific reaches already).
It has an at will that pulls and an encounter power in Eternal Tide Flurry of Blows that pulls and potentially slows multiple enemies 2 squares away from you (even farther depending on if you spent an action point in paragon and what guardian form you have going). Has Warden’s Lure as well at 17 for some more encounter pulling.
Has CA much of the time in heroic with Terrain Advantage and practically constant CA against adjacent enemies in paragon and epic. Ways it takes advantage of this: Mark of finding lets you shift after anyone that tries to shift away while you have CA, Nimble blade is an extra +1 to hit, defensive advantage is a boost of 2 to ac in epic, and opportunistic withdrawl makes you not worry about OAs. Eyes in the back of his head means even though he will be surrounded most of the time, he won't be granting CA from it.
Race is tough since for a couple of feats you need a starting 15 dex, but goliath, thrikreen, half orc, snefrneblin, or shifter would all work ok. Githzerai works too if you don’t mind a starting 18 10 15 8 15 10 stat spread and that lets you take Zuokens Centering in paragon instead of in epic, which is an additional 4-6 surges and hit points depending on your level.
You could switch out lifespirit with the equivalent wildblood and some wildblood powers, but the lifespirit works decently here since several of them help him handle the stickyness well and he won't be second winding much until epic. He doesn't have any Guardian Might specfic feats except for lifespirit healing which he retrains out of fairly quickly.
Theme is earthforger since it has an encounter power that grants DR and generates difficult terrain starting at level 5 and the level 10 utility Tremor Step generates difficult terrian in an aura 2 and generates temp hitpoints. Its other features makes second wind better and reduces forced movement.
Not much picked out for items so far, but looking for a few that let me avoid difficult terrain or give out things like forest walk since that fits the theme. Needs a rapier, preferably one like a scorpion tail blade, vitality drinking weapon, tresspasser’s bane, frost, or something similar. Battle standard of the tides would fit as well.