Darkvision. The Warden can see in the dark as if it were day
Grapple Lock. When the Warden grapples an enemy, it is locked in place. Only outside intervention or a Natural 20 can free the target.
Magic Resistance. The Warden has Advantage against saving throws from spells.
MultiAttack. The Warden makes 2 attacks.
Cleaver. Melee Weapon Attack. +6 to hit, 10 feet reach, one target Hit: 19 (2D12 + 6) Slashing Damage
Grapple Tentacles. Melee Weapon Attack. +10 to hit, 40 feet reach, one target Hit: 6 (1D6 + 2) Piercing Damage and target must make a DC 18 Acrobatics or Athletics Check or become grappled.
Grapple of Opportunity. Reaction- When a target leaves the Warden's Grapple range, it may make a Grapple Tentacle attack
Description
The Warden is a humanoid Fiend with 2 sets of thin, elastic arms protruding from underneath its real arms. It has the head of a goat with sharp horns. Instead of human legs, it possesses goat legs and cloven hooves. Its skin is a deep red with a white underbelly.
Lair and Lair Actions
The Warden's lair is that of a prison break room. The only exception is that there are 6 obsidian half-pillars lining the walls of the room. On the top of each of the pillars sits a single onyx soul gem.
Resurrection. When the warden reaches 0 Hit Points, the onyx soul gems will begin to glow and pour their energy into the Warden. At which point, the Warden will rise, regaining all of its lost hit points.
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