Large Monstrosity, Typically Chaotic Evil
Armor Class 22 Natural armor
Hit Points 500 (50d10 + 250)
Speed 25 ft., Walk 20 ft. 50 ft. when raging, Climb 20 ft.
STR
28 (+9)
DEX
11 (+0)
CON
27 (+8)
INT
5 (-3)
WIS
12 (+1)
CHA
2 (-4)
Saving Throws STR +15, CON +14
Skills Athletics +17, Intimidation +1
Damage Resistances Acid, Poison
Damage Immunities Fire, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Exhaustion, Frightened, Poisoned
Senses Blindsight 20 ft., Passive Perception 11
Languages --
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

I Have You Now. The Warden cannot be surprised when raging. Additionally, you cannot hide your location when the Warden is raging.

Retaliate. When a creature makes a melee attack on the Warden, it immediately begins raging at that creature if the Warden succeeds on a DC 5 Dexterity saving throw.

Frightful Roar. At the beginning of a rage, the Warden can use a bonus action to roar. Any creature that can hear the roar must succeed on a DC 18 Wisdom saving throw or become frightened. If a creature cannot see the Warden, they can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful, the creature is immune to the Warden's Frightful Roar or Frightful Presence for the next 24 hours.

Frightful Presence. Each creature within 120 ft. of the Warden must succeed on a DC 15 Wisdom saving throw or become frightened for one minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful, the creature is immune to the Warden's Frightful Roar or Frightful Presence for the next 24 hours.

Touch. The Warden automatically detects any creature within 5 ft. of it. It must make a DC 10 Dexterity saving throw, On a success, it begins raging at the creature, on a fail, the next DC Dexterity saving throw decreases by 2.

Hear. The Warden hears any audible noise made by a creature. It must make a DC 15 Wisdom saving throw. On a success, it begins raging at the creature, on a fail, it moves 10 ft towards the area.

Sniff. The Warden sniffs, detecting the nearest creature. If a creature does not mask its scent, the Warden moves 10 ft. towards the area. If a creature masks its scent, the Warden must make a DC 12 Wisdom saving throw. On a success, it moves 10 ft. towards the creature. On a fail, it moves 10 ft. in a random direction.

Legendary Resistance (3/Day). If the Warden fails a saving throw, it can choose to succeed instead.

Actions

Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., 1 target. Hit: 19 (2d10 + 7) [damage type] damage. 

Sonic Shriek (Recharge 1d4). The Warden releases a sonic shriek in a straight 5 ft. beam, reach 50ft. Each creature in that area must make a DC 18 Constitution saving throw, taking 20 (5d8) thunder damage on a failed save, or half as much damage on a successful one. This many only be used in the direction of a creature it is raging on within a 20ft range. Sonic Shrieks ignore AC from shields.

Reactions

Shields are For Cowards. If the Warden attacks a player with a shield, it can make an additional Sonic Shriek.

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.

Mythic Actions

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

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: Underdark

ItsOmegaPlays

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