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), gate, psychic scream, power word kill, geas, time stop, hold person, hold monster, sunburst, [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.
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.
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.
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