Medium Fiend (Demon, Goblinoid), Lawful Evil
Armor Class 11 Natural
Hit Points 73 (6d10 + 36)
Speed 25 ft.
STR
11 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
14 (+2)
WIS
16 (+3)
CHA
8 (-1)
Saving Throws DEX +4, WIS +5
Damage Resistances Fire, Necrotic
Condition Immunities Frightened, Prone
Senses Darkvision Can see 60ft in pitch black as if were day., Passive Perception 11
Languages Common, Goblin, Infernal Common, Goblin, Infernal
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Special Trait Name. Enter the description for your special trait.

Spellcasting. The Warden is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +5 to hit with spell attacks). The Warden has the following wizard spells prepared:

Cantrips: Fire Bolt

1st Level Spells (3 Slots): Burning Hands

2nd Level Spells (2 Slots): Flaming Sphere, Scorching Ray

3rd Level Spells (2 Slots): Fireball

 

 

Actions

Action Melee Attack. Desert Fire Staff: +1 to hit, reach 5 ft., one target. Hit: 5 (2d4) bludgeoning and fire damage. 

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Ancient Response. If a creature a larger size than the Warden were to miss a melee attack, the Warden can deal 1d4 fire damage to the attacker.

Legendary Actions

Phoenix Sand (1). If Warden of the Mesa has less than 10 HP left it may create a small twister of fire and sand. Range of 60ft. The creature must make a Dexterity save (DC 13) if the creature fails it takes 1d8 fire damage and the Warden regains that many temporary hit points. 

Description

The Warden of the Mesa takes the appearance of an old war torn goblin mage. It wears red robes and carries a wooden staff. It appears to sit and wait as intruders enter the Mesa. The Mesa itself is the sacred land of goblinoids in Fierkin and the Warden stops any who are no of this race from trespassing. 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

Ring of Fire. A ring of fire with a 15ft radius is created where the Warden deems so. Any creature inside the ring takes 1d4 burning damage. If a creature attempts to exit the ring they must make an Acrobatics throw ( DC 13). On a fail they exit but take 1d8 burning damage, or half as much on a success. Ring of Fire moves 5ft in any direction deemed by the Warden at the beginning of each round.

 

Habitat: Desert

krobhaynes

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