Distance Perception. The Warden has advantage on any attack roll against a target at least 60 feet away.
No vision. The warden is unable to see you so if you are quiet it may ignore you. (roll a Int check to not act impulsively.)
Soul Collector. If you are within 5ft in front of a warden they will open up their ribcage and drain you of your soul so they can add it to their collection. if your friend's soul is collected be careful for the warden's health will gain 20 temp HP and with have 25 str until the fight is concluded.
Multiattack. The cyclops makes two greatclub attacks.
Greatclub. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.
Rock. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.
Description
Warden are no eyed giants that isolate in caves. They are a terrifying threat in combat due to their size and strength, but they can often be tricked by too many sounds.
Once killed the monster yields two glowing horns that seem to be radiating souls of the damned. Their rib cage can also be used for the collection of souls for those who want to be necromancers. also if you kill it after a party member's soul was collected you will be able to summon your friend for future fights/events, etc.
Also once killed the Warden will on closer inspection appear to be made of spores and will make you feel very stupid for not just making it combust into flames.
Lair and Lair Actions
It's lair on appearance seems to be an egg infested cave with spores growing from wall to wall with small dark purple moving tentacles. Once you step in range of the cave the spores relay the sound through out the entire cave causing anyone/anything of your entry. these spores also relay to the Warden your exact location in the cave.
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