Medium Humanoid (Kenku), Lawful Neutral
Armor Class 16 Ancient Breastplate and Shield
Hit Points 119 (15d8 + 45)
Speed 30 ft.
STR
18 (+4)
DEX
12 (+1)
CON
17 (+3)
INT
18 (+4)
WIS
12 (+1)
CHA
16 (+3)
Saving Throws STR +7, INT +7
Skills Athletics +7, Perception +4
Damage Resistances Psychic
Condition Immunities Charmed, Incapacitated
Senses Truesight 10 ft., Passive Perception 11
Languages Common
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Unwavering Duty. The Warden is bound by sacred duty to eternally guard it's prisoner. While within 1 mile of it's prisoner, the Warden cannot be charmed or incapacitated, and for every 10 years that pass it ages only 1 year.

Unusual Nature. The Warden doesn’t require air, food, drink, or sleep while within 1 mile of it's prisoner, but still must rest to gain the benefits of a short or long rest.

Actions

Multiattack. The Warden makes two moontouched sword attacks or psionic blast attacks.

Moontouched Sword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage plus 2 (1d4) cold damage.

Psionic Blast. Ranged Weapon Attack: +7 to hit, 30/100 ft., one target. Hit: 10 (2d6+4) psychic damage.

Pulse Wave (5-6). The Warden directs a wave of force in a 15 ft. sphere around itself. All creatures within the radius must make a DC 15 Strength saving throw or take 4d6 force damage and be pushed 30 ft. away from the Warden. If they impact a wall or heavy object while being pushed back, they stop moving and take 1d4 bludgeoning damage for every 5 ft. pushed.

Bonus Actions

Smite. Immediately after the Warden hits a target with a moontouched sword attack, the Warden can force that target to make a DC 13 Constitution saving throw. On a failed save, the target suffers one of the following effects of the Warden’s choice.

Shove. The target is pushed up to 10 feet away and knocked prone.

Blind. The target is blinded for 1 minute. The blinded target can repeat the save at the end of each of its turns, ending the effect on itself on a success.

Reactions

Psychic Parry. When the Warden is hit with an attack, it can use it's reaction to roll a d6 and add the result to it's AC, potentially causing the attack to miss. If it causes the attack to miss, the Warden may push the attacker 10 ft. and knock them prone.

Previous Versions

Name Date Modified Views Adds Version Actions
8/31/2022 6:19:49 PM
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