Evasion. The Warden can nimbly dodge out of the way of certain area effects, such as a fireball spell, taking only half damage on a successful Dexterity saving throw.
Legendary Resistance (3/Day). If the Warden fails a saving throw, they can choose to succeed instead.
Spellcasting. The Warden is a 14th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). The Warden has the following wizard spells prepared:
Cantrips (at will): fire bolt, mage hand, prestidigitation
1st level (4 slots): shield, mage armor, comprehend languages, charm person
2nd level (3 slots): darkness, misty step, hold person
3rd level (3 slots): counterspell, dispel magic, lightning bolt
4th level (3 slots): dimension door, greater invisibility
5th level (2 slots): dominate person, hold monster
6th level (1 slot): chain lightning
Multiattack. The Warden makes two melee weapon attacks: one with their Spell Pistol and one with a shortsword or both with shortswords.
Spell Pistol(Magic Blast). Ranged Spell Attack: +10 to hit, range 60/240 ft., one target. Hit: 18 (4d8) force damage.
Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 4) slashing damage.
Chain Strike. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 4) slashing damage. The target must make a DC 17 Strength saving throw or be grappled by the chains. While grappled, the target is restrained and takes 7 (2d6) force damage at the start of each of its turns. The target can use its action to make a Strength (Athletics) or Dexterity (Acrobatics) check contested by the Warden's Strength (Athletics) or Dexterity (Acrobatics) check to escape the grapple.
Reload Spell Pistols. The Warden reloads the spell pistols, replacing spent cartridges with new ones.
Emergency Teleport. The Warden uses their innate magical abilities to teleport up to 30 feet to an unoccupied space they can see as a bonus action.
Empowered Shot. Once per turn, when the Warden casts a spell from the Spell Pistols, they can choose to infuse it with additional arcane energy. On a successful hit, the target takes additional damage equal to the Warden's Intelligence modifier.
Chain Deflection. When the Warden is hit by a ranged weapon attack, they can use their Vault Lantern to deflect the attack, causing it to miss.
Legendary Resistance (3/Day). If the Warden fails a saving throw, they can choose to succeed instead.
Description
The Warden, a formidable human male, possesses a keen intellect and an unwavering determination. Clad in arcane-infused armor, they exude an air of confidence and authority. Their piercing eyes hold a glint of calculated cunning, always assessing their surroundings and the capabilities of their foes. With their spell pistols and arcane-engineered shortswords at their side, they embody the fusion of gun-slinging prowess and magical mastery. A master tactician, the Warden possesses a strategic mind, always thinking several steps ahead. They are relentless in their pursuit of control, utilizing their Vault Lantern to summon and manipulate ethereal chains, capturing and restraining their enemies with ease. Versed in both destructive spells and debilitating enchantments, the Warden seamlessly blends the arcane arts with their precision strikes. Cool-headed and collected, they approach each encounter with calculated precision, ready to manipulate the battlefield to their advantage. Behind their composed demeanor lies a steely resolve, unyielding in their pursuit of maintaining order within their prison stronghold. The Warden stands as an imposing figure, a symbol of authority and power, commanding respect from both allies and adversaries alike.
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