Blind. The Warden automatically fails any saving throw that requires sight, unless it uses it's legendary action to try it.
Infectious Skin. If the Warden touches another creature's bare skin, it takes 1d6 necrotic damage, and after being touched 3 times, it walks 5ft slower until the creature takes a long rest, and gains a level of exhaustion.
Incredible Hearing. The Warden gains an additonal +8 on all saving throws that require hearing.
Sculk Catalyst. When the Warden drops to 0 hit points, it disintegrates and leaves behinds a Sculk Catalyst.
Burrow. If this creature has not been summoned in over 10 Rounds, and there are no other creatures in a 50ft radius, it burrows down into the earth. If a creature enters the radius it will reawaken. When this creature reawakens all creatures in a 60ft radius of it are blind for 2 rounds. The warden heals 10 hit points per round it stays buried.
Multiattack. This creature uses one Slam attack, and then uses one Headbutt attack..
Slam. Melee Weapon Attack: +12 to hit, reach 10 ft., 1 target. Hit: 32 (3d12 + 12) bludgeoning damage + 8 (2d8+4) necrotic damage.
Headbutt. Melee Weapon Attack: +14 to hit, reach 10ft, 1 target. Hit 20 (2d8+12) bludgeoning damage plus 10 (2d6+2) necrotic damage.
Sonically-Charged Shriek. RangedWeapon Attack: +16 to hit, range 30/60 ft., 1 target. Hit: 40 (4d12 + 15) force damage plus 12 (2d10 + 8) necrotic damage. The Warden additionally inflicts frightened on all humanoids in a 30ft radius, until that humanoid's next end of turn. This creature gains disadvantage if the target is within 10ft of it, however if the target is within 10ft of it, it gains deafened if hit by a successful attack.
Consume. If this creature has not been attacked before this turn since it's last turn, it can choose to gain 4d4+2 extra necrotic damage on it's next attack, however it takes 2d4+2 damage when it does so.
The warden gains 6 legendary actions per day,
Legendary Resistance (1 Action). If the Warden fails a saving throw, it can instead choose to succeed instead. This does not apply to saving throws that require sight.
Sculk Skin (2 Action). If the warden has been hit for 100 or more hit points this turn, it can choose to heal itself by 50 hit points, and automatically do 1 Sonically-Charged Shriek attack.
Menacing Presence (1 Action). The warden can choose to frighten the target creature for 2 rounds. That creature takes 2d8 psychic damage.
Description
A large ancient abomination, possibly natural, possibly man-made. Covered in sculk, a slimy dark cyan material, with two large unnaturally bent horns twisting off its skull, the Warden is certainly quite menacing. Not much is known about the Warden, as most who encounter the Warden die, with only the most stealthy of adventurers managing to escape. This humanoid is very large, and seems to also be made out of some sort of bone-like matter, giving it an incredibly sturdy figure. It seems to be the guardian of the ancient city and strange portal within the main square of the city.
Lair and Lair Actions
The warden lives in an eerie abandoned underground city, covered in a slimy dark cyan goo, warping the stone and the old remnants of a civilization, made out of wood, stone, and wool. There are many dangers in the ancient city, but there are always plenty of rewards and loot to be found.
Regional Effects
The region containing an ancient city is warped from the Wardens presence, which creates any of the following effects:
- There are 1d4 amount of Sculk Shriekers placed around the ancient city. They cannot be placed in a 5ft radius of one another.
- Every creature other than The Warden gains frightened from The Warden if they are below a quarter health.
- Sculk clings to any adventurer, and makes eerie shapes, while pulsing strangely.
If all Sculk Shriekers in the ancient city are destroyed, and there are no wardens currently inhabiting the city when they are all destroyed, these effects fade over the course of 1d8 days.
Previous Versions
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Coming Soon
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