Large Undead, Unaligned
Armor Class 18 Natural armor
Hit Points 500 (30d20 + 200)
Speed 20 ft.
STR
30 (+10)
DEX
5 (-3)
CON
24 (+7)
INT
1 (-5)
WIS
18 (+4)
CHA
7 (-2)
Saving Throws STR +13, CON +10, CHA +1
Skills Intimidation +2, Perception +7
Condition Immunities Blinded, Charmed, Frightened
Senses Blindsight, Tremorsense, Passive Perception 17
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Blindsense. The Warden is blind, but it can smell and creatures and sense any vibrations in a 100 foot radius. Players can hide from the Warden with a successful DC 17 Stealth check.

Charge. If a player fails their Stealth check, the Warden senses them. Its speed doubles and the player cannot reattempt to Stealth until after they have left the 100 foot radius. When the Warden cannot sense anything, its speed returns to normal. 

Actions

Multiattack. The Warden makes two claw attacks or one sonic boom.

Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (8d4 + 5) slashing damage. 

Sonic Boom (Recharge 5-6). The Warden opens its exposed ribs to reveal the screaming souls in its hollow chest. It targets one creature within 100 feet of it and unleashes a sudden burst of sonic waves. The target must make a DC 17 Constitution save, taking 15 (5d4) psychic damage on a failed save, or half as much damage on a successful one.

Description

The Warden is a creature that lives deep below in the Underdark. It was a hulking body of about 12 feet tall. It is eyeless, and appears to be made of the moss-like skulk that inhabit its home. It has an exposed ribcage that has souls trapped inside of it. It slinks about slowly, hunched over, but prefers to live within the skulk.

Lair and Lair Actions

Deep in the Underdark, in a crumbling city lost to time, the Warden dwells in  the earth. The Ancient City has high walls and carpeted streets, with small shrines and chests dotted about, and what appears to be a large, deactivated portal in the center. All about there is skulk of every variety spreading throughout, infesting the city.

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:

  • The Warden creates a darkness effect, where players cannot see farther than 15 feet. This effect lasts for two rounds.
  • If unable to sense anything for three rounds, the warden burrows back underground. During this time, the Warden can use the surrounding skulk sensors and shriekers to detect the players, and tunnels to their location. The Warden immediately takes an action.

Regional Effects

The region containing a legendary Warden’s lair is altered by the mysterious presence of the skulk, which creates one or more of the following effects:

  • No life is found other than the skulk.
  • It becomes one level darker than the surrounding areas.
  • Any creature that enters the region must make a DC 10 Wisdom save or be scared for the rest of the day.
  • While in its lair, the Warden has advantage on Perception checks.

If the Warden dies, these effects do not fade. If all the skulk is cleared, the effects fade over the course of 1d4 days.

Previous Versions

Name Date Modified Views Adds Version Actions
6/23/2022 8:26:25 PM
5
1
1
Coming Soon
6/23/2022 8:29:21 PM
5
1
2
Coming Soon

Habitat: Underdark

Antonius_Maach

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