Large Fiend (Demon), Lawful Evil
Armor Class 15
Hit Points 150 (10d20 + 20)
Speed 10 ft., 10 Ft flying with Enchanted Throne or walk 15
STR
12 (+1)
DEX
8 (-1)
CON
20 (+5)
INT
24 (+7)
WIS
16 (+3)
CHA
16 (+3)
Saving Throws CON +8, INT +10
Skills Arcana +8, Intimidation +7, Perception +11
Damage Vulnerabilities Cold
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Fire
Condition Immunities Grappled
Senses Truesight, Passive Perception 12
Languages Abyssal, Deep Speech, Infernal, Undercommon
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Gluttonous Hunger :  Can consume any corpse on the field not larger than him to heal for 1d8+5 and regain 1 spell slot.

Spellcasting. The [Warden] is a 8th-level spellcaster. Its spellcasting ability is [Intelligence] (spell save DC 14, +8 to hit with spell attacks). The [Warden] has following spells prepared:
Cantrips (at will): [Fire Bolt], [Chill Touch] 
4th level (5 slots): [Hellish Rebuke], [Banishment] [Counterspell] [Dimension Door] [Fireball] [Melf's Minute Meteors] [Polymorph]

Actions

Keystaff Swing +6 to hit, reach 5ft., 1 target. Hit: (1d6 + 1) [Bludegoning] damage and the target must make a DC 14 STR Save or be knocked 5 ft back ,if the save is failed by 5 or more the targets knocked 10ft back.This damage counts as magical for purpose of overcoming resistances.

Eldritch Keystaff Blast: +9 to hit, range 15/70 ft., 1 target. Hit:  (1d10+ 4) [Force] damage. When using this action he fires Three Blasts

Reactions

Keystaff Swing

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Description

The Warden gaurds an Hellish Prison where people and creatures are held and tortured and even experimented on, and the only way out his with his keystaff that can open the gateway out. His phsyical appearance is a massively obeese and overweight demon sitting in a chair while fat and slow he is much smarter than people give him credit for.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count The Warden can

  • Summon 1d6+2 Imps
  • Blow a Hole into the wall spilling Lave into a new area of the arena

Regional Effects

The region containing a legendary [Warden]’s lair is [An Hellish Prison], which creates one or more of the following effects:

  • Theres Lava In his Lair he is immune to it but moat ithers are not
  • At the start of each round he can call 1d6 + 2 Imps in to assist him in battle.

Habitat: Underdark

ChronosVortex

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