Medium Monstrosity (Any Race), Unaligned
Armor Class 21 (plate)
Hit Points 180 (10d20 + 75)
Speed 30 ft.
STR
18 (+4)
DEX
20 (+5)
CON
20 (+5)
INT
11 (+0)
WIS
18 (+4)
CHA
15 (+2)
Saving Throws STR +7, DEX +8, CON +8, WIS +7
Damage Resistances Acid, Necrotic, Radiant
Damage Immunities Fire, Lightning, Poison
Senses Darkvision, Truesight 60ft., Passive Perception 15
Languages --
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Legendary Resistance (3/day). If the warden fails a saving throw, it can choose to succeed instead.

No Will to Break. The warden is immune to all spells and abilities that would control its actions. 

 

Actions

Multiattack. The warden makes two ember greatsword attacks.

Ember Greatsword. Melee Weapon Attack: +8; to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage and 10 (2d6+3) fire damage.

Fire Onslaught. The warden makes four attacks at all creatures in a 15ft. cone in front of the warden. These attacks have +3; to hit and deals 12 (2d6+5) fire damage If an attack hits a target,  t's AC is reduced by 2 for the duration of the warden's turn. This provokes an attack of opportunity, by all unaffected creatures in range. All creatures hit must make a DC 16 Strength saving throw or be knocked prone.

Thrust. Melee Weapon Attack: +8; to hit, reach 10ft., one target. Hit: 14 (2d8+5) piercing damage and 9 (2d6+2) fire damage.

Heal. If the warden maintains concentration until the start of its next turn, it restores 5d20 hit points.

Poison. The warden casts a lesser version of cloudkill dealing 3d8 damage instead of 5d8, and with a reddish color. (save DC 15)

Molten Eruption. The warden prepares to destroy everything near it, giving a obvious visual cue. At the start of its next turn, it casts a 5th level fireball centered on itself. (Save DC 17)

 

 

Reactions

Parry. The warden adds 3 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.

Counterspell (2/day). The warden casts counterspell.

Legendary Actions

Can take 2 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary Actions are regained at the start of each.

Firecrackers. The warden throws firecrackers at all creatures it can see, dealing 1 fire damage to all of them.

Move. The warden moves up to 40ft. The warden can spend to legendary action to also take a disengage action.

Firebolt. The warden casts firebolt, as a level 7 sorcerer.

 

Monster Tags: NPC

Habitat: Urban

EvilGM11

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