Eyesight to the Blind. The Zelenian Earth Warden is ultimately blind, but is capable of sensitive hearing, and so detects its enemies via sound; staying quiet around them is key. If detected the Zelenian Earth Warden will immediately try to cast light on the player and warn other creatures of the player's location.
Spellcasting. The Zelenian Earth Warden is a 2-level spellcaster. Its spellcasting ability is 7 (spell save DC 6, +2 to hit with spell attacks). The Zelenian Earth Warden has following War Priest spells prepared:
Cantrips (at will): Light, Sacred Flame
1st level (2 slots): Command, Shield of Faith
2nd level (2 slots): Hold Person, Spiritual Weapon
Outward Double Slash. Charges forward and slashes twice in quick succession either with its axe (Melee Weapon) or its tentacle appendages (Ranged Weapon).
Action Melee Attack. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 2 (1d4 + 1) [Slashing] damage.
Action Ranged Attack. Ranged Weapon Attack: +5 to hit, range 20/25 ft., 1 target. Hit: 2 (1d4 + 3) [Bludgeoning] damage.
The Zelenian Earth Warden originated from an ancient custom in the culture of the Zelenian Elves when it comes to punishing its criminals. When a member of the tribe commits a grave crime such as murder or treason, the criminal will be brought to the Zelenian War Council where they will be forced to partake in a deadly and abhorrent ritual that turns them into the very monstrosities that roam each of the Zelenian Catacombs to fight off foreign invaders. As such, these creatures lack the intelligence to have any meaningful communication.
Reaction Name. Enter the description for your action.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
The Zelenian Earth Warden is a tall Elvish hybrid monstrosity with tentacle appendages jutting from its back. It is equipped with standard plate armor and carries an axe and a lantern during its patrol. It isn't particularly easy to defeat, but the creature is blind and searches for its victims based on sound and vibrations, so it is possible to surprise the creature or even sneak past it. Regardless, its main strength is to call other creatures to swarm its victims, and makes full-on assaults rather precarious over time.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count 3 (losing initiative ties), the [Zelenian Earth Warden] takes a lair action to cause one of the following effects; the [Zelenian Earth Warden] can’t use the same effect two rounds in a row:
- Part of the lair will cave in temporarily; decreasing the chance to flee from a battle.
- Other creatures can be called into the fight if some are nearby.
Regional Effects
The region containing a legendary [Zelenian Earth Warden]’s lair is extremely rocky and precarious with stalagmites, which creates one or more of the following effects:
- Increased chance at missing the enemy due to how uneven the terrain is.
- Random chance of stalagmites falling from the ceiling to hurt players.
If the [Zelenian Earth Warden] dies, these effects fade over the course of 1d4 days.







Comments