Brute. A melee weapon deals one extra die of its damage when the warden hits with it (included in the attack).
Charge. If the warden moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 13 (2d12) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone.
Immutable Form. The warden is immune to any spell or effect that would alter its form.
Magic Resistance. The warden has advantage on saving throws against spells and other magical effects.
Magic Weapons. The warden’s weapon attacks are magical.
Multiattack. The warden makes two flail attacks or two slam attacks.
Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage.
Flail. Melee Weapon Attack: +11 to hit, reach 5 ft., 1 target. Hit: 19 (3d8 + 6) bludgeoning damage.
Ram. Melee Weapon Attack: +11 to hit, reach 5 ft., 1 target. Hit: 12 (1d12 + 6) bludgeoning damage.
Aggressive. As a bonus action, the warden can move up to its speed toward a hostile creature that it can see.
Parry. The warden adds 5 to its AC against one melee attack that would hit it. To do so, the warden must see the attacker and be wielding a melee weapon.
Flail Attack. The warden makes one flail attack.
Description
Constructed of iron and stone, wardens were guardians from a bygone era. Wardens most commonly were given two giant iron flails in their construction, but on occasions a warden might have been given a greatsword, a greataxe, or a warhammer.
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