Large Aberration, Chaotic Evil
Armor Class 20 Natural Armor
Hit Points 240 (16d12 + 136)
Speed 40 ft., Burrow 30 ft.
STR
23 (+6)
DEX
11 (+0)
CON
19 (+4)
INT
5 (-3)
WIS
12 (+1)
CHA
2 (-4)
Saving Throws STR +11, CON +9
Skills Athletics +12, Intimidation +2
Damage Vulnerabilities Piercing
Damage Resistances Acid, Poison
Damage Immunities Fire, Necrotic
Condition Immunities Frightened, Poisoned
Senses Tremorsense 15ft., Passive Perception 15
Languages --
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

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. 

Actions

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.

Monster Tags: monstrosityaberration

Habitat: Underdark

Blood_Moon_DND

Comments

Posts Quoted:
Reply
Clear All Quotes