Hypersensitive Hearing. Any creature that moves 5ft. within 60ft. of the warden must succeed on a DC 10 dexterity (Stealth) check or else the warden becomes aware of the creature and hostile towards it. The warden also has advantage on all perception checks that involve hearing
Keen Smelling. The warden smells any creature within 10 feet of it and will become hostile if it smells a creature. The warden also has advantage on all perception checks that involve smelling.
Blind. The warden is blind and unless it smells or hears a creature, the warden is completely oblivious to a creatures presence.
Legendary Resistance (3/Day). If the warden fails a saving throw, it can choose to succeed instead.
Frightful Presence. Each creature of the warden's choice that is within 120 feet of the warden and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the warden's Frightful Presence for the next 24 hours.
Immutable Form. The warden is immune to any spell or effect that changes its appearance
Multiattack. The warden makes 3 attacks, 2 slams and 1 sonic boom if it has enough uses, if not, the Multiattack is 3 slams
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 37 (8d8 + 5) bludongining damage.
Sonic Boom (Recharge 5-6). RangedWeapon Attack: +8 to hit, range 20/120 ft., 1 target. Hit: 60 (12d8 + 6) force damage.
Minor Boom. The warden casts thunderwave twice at 2nd level
Burrow. If the warden reaches 30 health or less, it has the option to burrow, when it burrows, combat ends and the warden regains all hit points in 12 hours.
Keen Noticing. The warden casts counterspell
The 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. The warden regains spent legendary actions at the start of its turn.
Slam. The warden makes a slam attack
Move. The warden moves up to half it's speed
Minor Boom. The warden casts thunderwave 3 times at 2nd level
Sonic Boom (Costs 2 Actions). The warden uses Sonic boom without needing to recharge
Description
- Skulk Screecher. A deep dark habitat has 2 skulk screechers scattered throughout it, the DM chooses the screechers locations. Any creature that moves 5 feet within 30 feet of the sensor must make a DC 10 dexterity (Stealth) check, if failed, a warden comes burrowing out of the ground up to 15 feet from the screecher and is unaware of any creatur
Lair and Lair Actions
Wardens live in dark caves called deep darks, deep darks have a variety of flora that aid the warden
Lair Actions
On initiative count 20 (losing initiative ties), the warden takes a lair action to cause one of the following effects; the warden can’t use the same effect two rounds in a row:
- Skulk Screech. The warden casts thunderwave 3 times at 2nd level
Regional Effects
The region containing a legendary warden’s lair is warped by skulk magic, which creates one or more of the following effects:
- Skulk Sensor. A deep dark habitat has 2d10 skulk sensors scattered throughout it, the DM chooses the sensors locations. Any creature that moves 5 feet within 30 feet of the sensor must make a DC 10 dexterity (Stealth) check, if failed, any warden within 120 feet of the sensor is aware that a creature is there, the warden does not know where or who the creature is.
- Darkness. Any creature that the warden is aware of has a flashing of darkness in their eyes, a creature with darkness has disadvantage on attacks and perception checks involving sight
If the warden dies, these effects fade over the course of 5d10 days.
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