Large Construct, Unaligned
Armor Class 17 (natural armor)
Hit Points 179 (8d10 + 135)
Speed 30 ft.
STR
24 (+7)
DEX
9 (-1)
CON
20 (+5)
INT
3 (-4)
WIS
11 (+0)
CHA
1 (-5)
Damage Immunities Fire, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Darkvision 120 ft., Passive Perception 10
Languages Understands the languages of its creator but can't speak
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Fire Absorption. Whenever the Warden is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt. The amber crystal glows and the golem gets healed.

Cold Shutdown. Whenever the Warden is subjected to cold damage, the Dispelling Eye is shut down for 1 round.

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.

Dispelling Eye. The amber crystal in the Warden's chest emits a 30-foot anti magic cone. Within this area, spells can't be cast, summoned creatures disappear, and magic items become mundane.

Detonate. A fireball explodes on the inside of the Warden, healing it for 35 (10d6) hit points. Each creature within a 20 ft radius sphere must make a DC16 Dex saving throw. A target takes 35 (10d6) fire damage on a failed save, or half as much damage on a successful one.

Actions

Reconstruct. Dodge Action: The Warden falls apart into the 10 separate spheres, rolls up to 60 ft and reconstructs itself. Each creature within 5ft must make a DC 17 Dex saving throw, taking 17 (7d4) bludgeoning damage on a failed save, and none on a successful one. Failed creatures can't take their reaction.

 

STAGE 1


Multi-attack. The Warden makes two attacks.

 

Slam / Stomp. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.

 

STAGE 2 (Below 96hp)


When the Warden's health drops below 96hp it will Detonate, blowing apart the 10 spheres. Keep quiet for a moment before starting Stage 2.
During this stage, the Dispelling Eye does not work.

 

Initiative. Each sphere has its own initiative and turn.

Small Sphere 1: 19
Small Sphere 2: 18
Small Sphere 3: 17
Small Sphere 4: 15
Small Sphere 5: 10
Large Sphere 6: 9
Small Sphere 7: 8
Small Sphere 8: 7
Small Sphere 9: 4
Small Sphere 10: 1

 

Small Sphere. Melee Weapon Attack: DC17 Dex save, range line 5x30ft., multiple targets. On a failed save: 8 (2d6 + 1) bludgeoning damage, be knocked prone, and creature can't use reaction.

 

Large Sphere. Melee Weapon Attack: DC15 Dex save, range line 5x20ft., multiple targets. On a failed save: 12 (3d6 + 2) bludgeoning damage, be knocked prone, and creature can't use reaction.

 

STAGE 3 (Below 48hp)


When the Warden's health drops below 48hp the spheres will slam together and Detonate to form the Warden again.
 

Multi-attack. The Warden makes two attacks.

 

Wipe. Melee Weapon Attack: +13 to hit, reach 5 ft, 120 degrees radius., multiple targets. Hit: 16 (3d8 + 7) bludgeoning damage, move back 25 ft and be knocked prone. Roll a d4 to determine direction.

 

After a successful Wipe attack, the Warden can choose to use Grapple on the target instead of wiping the target away.

Grapple. Target creature becomes grappled. A DC 24 Str (Athletics) or Dex (Acrobatics) check on creatures turn to get out of Grapple.

 

The Warden must Grapple a target for 1 round before being able to Throw them, or wait until after the targets next turn.

Throw. Ranged Weapon Attack: DC17 Dex save, range 35ft., Throw previously Grappled target. Hit: 16 (3d8 + 7) bludgeoning damage, and be knocked prone. Target can be thrown at another target splitting the damage across both targets. Both targets are knocked prone.

Bonus Actions

Dispelling Eye. The Warden moves his torso to point the amber crystal in any direction.

Legendary Actions

The Warden can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Warden regains spent legendary actions at the start of its turn.

 

STAGE 1


Slam (Cost 1 Action). The Warden makes a single Slam attack.

Dispelling Eye (cost 1 Action). The Warden can move his torso to point the amber crystal in any direction.

 

STAGE 3


Wipe (cost 1 Action). The Warden makes a single Wipe attack.

Throw (cost 1 Action). The Warden makes a single Throw attack.

Reconstruct (cost 1 Action). The Warden takes a single Reconstruct dodge action.

Description

The Amber Warden is a construct made by the dwarves of Alfel to protect an Amber Crystal inside a vault.

The Warden is made out of 10 spheres in total. Nine smaller spheres serve as its two arms, two legs and head. The tenth sphere is much larger and houses the Amber Crystal. This sphere serves as the Warden's torso.

Previous Versions

Name Date Modified Views Adds Version Actions
7/17/2023 6:47:09 PM
65
0
3.0
Coming Soon
7/28/2023 7:01:36 PM
53
0
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Coming Soon
The_Njitram

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