Medium Humanoid, Lawful Evil
Armor Class 18 Natural Armour
Hit Points 187 (25d8 + 70)
Speed 40 ft.
STR
12 (+1)
DEX
18 (+4)
CON
16 (+3)
INT
20 (+5)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws DEX +8, INT +9, WIS +6
Skills Arcana +11, Investigation +11, Perception +11
Damage Resistances Piercing, Slashing
Damage Immunities Thunder
Condition Immunities Charmed, Frightened, Poisoned
Senses Blindsight 15, Darkvision 60, Passive Perception 17
Languages Common
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

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

Actions

 

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.

Bonus Actions

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.

Reactions

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 Actions

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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