Medium Aberration, Lawful Evil
Armor Class 14 (natural armor)
Hit Points 65 (10d8 + 20)
Speed 30 ft.
STR
17 (+3)
DEX
13 (+1)
CON
15 (+2)
INT
10 (+0)
WIS
13 (+1)
CHA
16 (+3)
Saving Throws DEX +3, INT +2, WIS +3
Skills Animal Handling +10, Nature +5, Persuasion +4, Survival +4
Damage Resistances Psychic
Condition Immunities Charmed, Frightened
Senses Passive Perception 14
Languages communicates telepathically with leashed creatures
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

About Leashes. The warden carries 10 magical leashes with it. Each leash has 30 hit points, immunity to psychic and poison damage, and resistance to nonmagical slashing, piercing, and bludgeoning. If a leash is destroyed, the leashed creature is no longer dominated; however, that creature becomes frightened of the canine warden for 1d10 days afterwards. If the warden lets go of its magical leash, the domination effect ends immediately.

Canine Affinity. Large or smaller canines (i.e. jackals, hyenas, wolves, and dogs) with a challenge rating less than or equal to 4 automatically fail the Wisdom saving throw required to dominate a leashed creature. This includes monstrous canines like death dogs and feys like blink dogs. The wolf and hybrid forms of the werewolf lycanthrope also fall into this category, as do gnolls and jackalweres.

Collared Benefits. Leashed creatures cannot move more than 30 ft. away from the canine warden that leashed them; if an effect would cause them to move beyond the leash's length (such as by the thunderwave spell), they take points of damage equal to the number of feet they would've been moved beyond the leash's length. All leashed creatures gain a +2 increase in AC if they aren't wearing any armor and regenerate 3 hit points at the beginning of their turns. All leashed creatures can telepathically communicate with each other.

Selective Immunity. The warden can choose to become immune to all effects of a leashed creature's attack. Additionally, the warden is immune to all magic that would attempt to discern its thoughts and emotions.

Actions

Multiattack. The warden makes two slam attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) bludgeoning damage, and the warden's leashed creatures deal 3 (1d6) additional damage with melee attacks against the target for 1 minute.

Leash. range 10 ft., the target must succeed a DC 14 Intelligence saving throw or be magically restrained (escape DC 16). At the start of the restrained target's turn, they must make a DC 10 Wisdom saving throw (with the DC increasing by 2 after every success; see the Canine Affinity trait); if the target fails, it is charmed by the canine warden as though the dominate person spell was cast upon it without its time restriction (see the About Leashes trait), ending the restrained state.

Reactions

Sic. When a leashed creature makes an opportunity attack, the warden can forcibly shift any one of her leashed creatures by 5 ft. in any direction.

Description

Canine wardens are strangely elegant monsters that silently roam the Material Plane, collecting canine companions to accompany them. Wardens have the head and torso of a pale, bald humanoid with three pairs of arms, but the thorax and abdomen of a praying mantis. Wardens cover their heads with frilly Sunday bonnets, and their freakish mantis abdomens with beautiful hoop-skirted gowns. They keep their dogs well fed, as wardens go out of their way to hunt humanoid creatures to provide canine cabal with fresh meat.

Canine Collectors. Wardens instinctually collect dogs of all shapes and sizes using magical leashes that the wardens themselves create. Wardens have been known to steal common dogs from farmers and travelling adventurers, but wardens truly prize dogs with connections to other planes of existence; blink dogs, death dogs, and hell hounds are favorites among warden circles. It is up to much speculation what the warden intends to do with all the dogs it collects; some theorize that wardens use canines to give birth to jackalweres, while others postulate that wardens feed their dogs to the Great Hell Hound, Cerberus.

Fashionable Society. Even though they can't talk, wardens seem to ridicule other wardens that have lackluster attire or a subpar dog collection. When two wardens meet, they're likely to exchange rude hand gestures as their dogs snarl and snap at each other. Despite the horrible theories surrounding what the wardens do with the dogs they capture, wardens take excellent care of their canine companions, occasionally dressing them up with bows and sweaters.

Monster Tags: abberation

Habitat: CoastalForestGrasslandHillSwampUrban

NinatheModron

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