Medium Humanoid (Warlock, Water Genasi), Typically Lawful Evil
Armor Class 13 (16 with mage armor)
Hit Points 80 (10d10 + 30)
Speed 30 ft.
STR
10 (+0)
DEX
16 (+3)
CON
16 (+3)
INT
10 (+0)
WIS
11 (+0)
CHA
18 (+4)
Saving Throws CON +5, CHA +6
Skills Arcana +4, Intimidation +6, Perception +4
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Blindsight 10, Passive Perception 14
Languages Aquan, Common, Thieves' Cant
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Eldritch Invocations. The Warden of the Waves has access to three Eldritch Invocations: Armor of Shadows, Grasp of Hadar, and Gift of the Depths

Pact Boon. The Warden of the Deep has access to the Pact of the Blade. His pact weapon is a chained whip. 

Bully. The Warden of the Deep has disadvantage on all attacks against a creature with all its hit points. Additionally, if the Warden targets a creature with less than its hit point total, all attacks against that creature are at advantage. 

Spellcasting. The Warden of the Waves is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The Warden has the following Warlock spells prepared:

Cantrips (at will): Eldritch Blast, Mind Sliver, Friends.
1/day each: Fog Cloud, Blur, Crown of Madness, Misty Step, Enemies Bound.

Actions

Multiattack. The Warden of the Waves can cast one spell and make a melee attack. 

Chain whip. Melee Weapon Attack: +7 to hit, reach 15 ft., 1 target. Hit: 8 (1d6+5) slashing. 

Eldritch Blast. Ranged Spell Attack: +6 to hit, range 120 ft., 2 targets. Hit: 11 (1d10 + 6) force damage. A target hit by this spell is pulled 10ft closer to the Warden. 

Bonus Actions

Second Wind (Recharge 6). The Warden of the Waves restores 10 (1d10+6) hit points. 

Frenzy. When the Warden reduces a creature's hit points to 0. He may use a bonus action move up to his speed and make a melee attack.

Description

The Warden of the Waves is a horrid creature twisted by his appetite and service to a dark power. His lair is one of despair and torture where he is king. 

Failed liberations of his prison led to its growth. The prison walls are his flesh, the bars his bones, and the prisoners his meager morsels. Like the depths from which his powers spawn, the Warden consumes all prey that sinks into the abyss. 

Lair and Lair Actions

The Warden of the Waves controls the prison. His powers seek into every crack and crevice. There is no place one may hide to escape his wrath. 

Lair Actions

On initiative count 20 (losing initiative ties), the Warden of the Waves may take a lair action to cause one of the following effects; the Warden can’t use the same effect two rounds in a row:

  • Hunter in the Dark. The Warden creates a 20ft sphere of darkness at a point within 60ft that he can see. A creature that starts its turn in this sphere must make a Constitution saving throw, DC = 14, or become blind for one minute. A creature can repeat this saving throw at the end of its turn. This sphere lasts until the Warden uses another Lair Action.
  • Frenzied Silence. A 10ft sphere of silence erupts from a point within 60ft of the Warden that he can see. All creatures within the sphere have disadvantage on Intelligence and Wisdom saving throws while they remain in the sphere. 
  • Bloodied Waters. The Warden selects a creature with less than its hit point total. All creatures within 15ft of the target must make a Constitution saving throw, DC = 14, or 10 (2d10) necrotic damage. Save halves damage. The targeted creature has disadvantage on the saving throw. 

 

Habitat: CoastalUrban

KodiakProphet312

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