Medium unknown, Any Alignment
Armor Class 25 (natural armor)
Hit Points 658 (50d20)
Speed 60 ft.
STR
24 (+7)
DEX
28 (+9)
CON
20 (+5)
INT
30 (+10)
WIS
30 (+10)
CHA
30 (+10)
Saving Throws STR +16, DEX +18, CON +14, INT +19, WIS +19, CHA +19
Skills Perception +11
Damage Resistances Necrotic, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Bludgeoning, Piercing, and Slashing from Magic Weapons
Condition Immunities Blinded, Charmed, Deafened, Frightened, Grappled, Poisoned
Senses Truesight 120 ft., Passive Perception 50
Languages All, Telepathy 120 ft.
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Magical Attacks. Warden's weapon attacks are magical. When Warden hits with any weapon, the weapon deals an extra 5d8 force/radiant/necrotic damage (included in the attack).

Otherwordly Awareness. The Warden knows if it hears a lie.

Innate Spellcasting. Warden's spellcasting ability is Charisma (spell save DC 30). Warden can innately cast the following spells, requiring no material components:

At will: mass heal, foresight (self only), gatepsychic screampower word killgeastime stophold personhold monstersunburst, [Tooltip Not Found], power word stun, [

 

Magic Resistance. Warden has advantage on saving throws against spells and other magical effects.

Legendary Resistance (5/Day). If Warden fails a saving throw, he can choose to succeed instead.

Actions

Multiattack. Warden makes melee attacks.

Claws. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage plus 22 (5d8) radiant damage.

Ram: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage.

Healing Touch (4/Day). Warden touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Legendary Actions

Warden can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Warden regains spent legendary actions at the start of its turn.

Detect. Warden makes a Wisdom (Perception) check.

Claw Swipe. Warden makes one claw attack.

Psychic Drain (Costs 2 Actions). One creature charmed by Warden takes 10 (3d6) psychic damage, and Warden regains hit points equal to the damage the creature takes.

Otherworldy Gaze (Costs 3 Actions). One creature Warden can see must make a DC 30 Wisdom saving throw, on a success they are frightened until the end of their next turn, on a failure the target is frightened and takes 2d12 psychic damage.

lamentoforpheus

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