Large Fiend (Demon), Any Evil Alignment
Armor Class 18 Full Plate Armor
Hit Points 300 (30d12 + 90)
Speed 45 ft.
STR
18 (+4)
DEX
26 (+8)
CON
20 (+5)
INT
16 (+3)
WIS
8 (-1)
CHA
4 (-3)
Saving Throws STR +10, DEX +14, CON +11
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire
Condition Immunities Frightened, Poisoned
Senses Passive Perception 16
Languages Abyssal, Common, Deep Speech, Draconic, Goblin, Undercommon Infernal
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

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.

 

Actions

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.

Reactions

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.

B_rad_jeezey

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