Sense Creature: The Warden can detect any creature within 5ft. of it. The creature in question must succeed in a DC 10 DEX saving throw. On a successful saving throw, the Warden will do nothing but on a failed saving throw, the Warden will start to attack the creature.
Smell: The Warden sniffs the air, detecting the nearest creature. It will move 10ft. towards the area where it smelled a creature.
Hear: The Warden will detect any creature making audible noise or any creature that isn't sneaking within 200ft. of it. It must make a DC 16 WIS saving throw; on a success, it will begin to target a creature that has made noise, on a fail, it will move 10ft. towards the area where noise was heard.
Darkness: Any creature within 20ft. of the Warden will have to succeed on a DC 15 WIS saving throw. On a successful saving throw, a creature will not experience the effects of darkness. On a failed saving throw, a creature will become completely blind or will only be able to see up to 15ft. if the creature has darkvision. If a creature has blindsight, it is unaffected.
Sculk Stride: The Warden is not impeded by the sculk's difficult terrain and can move fairly easily through the Deep Dark.
Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., single target. Hit: 18 (2d10 + 7) bludgeoning damage.
Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., single target. Hit: 15 (3d6 + 6) piercing damage and 8 (2d8) necrotic damage.
Sonic Screech (Recharge 5-6). The Warden releases a sonic screech in a 5ft. wide beam that can reach 50ft. Each creature in that area must make a DC 18 CON saving throw taking 39 (13d6) thunder damage on a failed save, or half as much on a successful one.
Description
The Warden is completely blind and relies on vibrations and its sense of smell to detect creatures to attack. It is summoned by sculk shriekers in the Deep Dark, a place that has been completely corrupted by sculk. They burrow in and out of the ground wherever the sculk shriekers scream is heard.
The Wardens have no sense of loyalty and as such will attack each other if two were to exist at the same time.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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