Fey Ancestry. The warden has advantage on saving throws it makes to avoid or end the charmed condition on itself, and magic can’t put it to sleep.
Reactive. The warden can take one reaction on every turn in a combat.
Special Equipment. The warden wears a suit of elven chain.
Unusual Nature. The warden doesn’t require sleep.
Multiattack. The warden makes two Scimitar attacks and uses Radiant Beam (if available).
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 10 (3d6) radiant damage.
Radiant Beam (3/Day). A magical beam of radiance flashes out from the warden's hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a DC 16 Constitution saving throw, taking 18 (4d8) radiant damage on a failed save, or half as much damage on a successful one.
Spellcasting. The warden casts one of the following spells, using Intelligence as the spellcasting ability:
Starlight Step (3/Day). The warden magically teleports up to 30 feet, along with anything it is wearing or carrying, to an unoccupied space it can see.
Lightspeed Reflex. The warden adds 3 to its AC against one attack roll that would hit it. To do so, the warden must see the attacker and be wielding a melee weapon.
Shooting Star Riposte. When an attack against the warden misses, the warden can move up to half its movement speed and make an attack using its scimitar.
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