Hold Breath. Warden can hold his breath for 30 minutes.
Rage. Warden can enter a rage as a bonus action. While raging, he gains the following benefits:
- Advantage on Strength checks and Strength saving throws.
- When Warden makes a melee weapon attack using Strength, he deals an extra 4 damage.
- Resistance to bludgeoning, piercing, and slashing damage.
Reckless Attack. When Warden makes his first attack on his turn, he can decide to attack recklessly. Doing so gives him advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against him have advantage until his next turn.
Relentless Rage. If Warden drops to 0 hit points while he's raging and doesn't die outright, he can make a DC 10 Constitution saving throw. If he succeeds, he drops to 1 hit point instead.
Swamp Stride. Warden can move through difficult terrain caused by swampy environments without additional cost to his movement.
Multiattack. Warden makes three attacks: two with his maul and one with his bite.
Maul. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 27 (3d10 + 7) bludgeoning damage.
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (2d8 + 7) piercing damage.
Swallow. Warden makes one bite attack against a Medium or smaller target he is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside Warden, and it takes 21 (6d6) acid damage at the start of each of Warden's turns. If Warden takes 30 damage or more on a single turn from a creature inside him, he must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 10 feet of Warden.
Furious Assault. When Warden enters a rage, he can make an additional weapon attack as part of the bonus action used to rage.
Sudden Surge. Once per long rest, Warden can take an additional bonus action on his turn.
Lashing Tail. When a creature within 10 feet of Warden that he can see attacks him and misses, Warden can use his reaction to make a tail attack against that creature.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Warden is a formidable and imposing figure, resembling a large alligator standing on two legs. His scales, a mixture of greens and browns, provide natural armor that seamlessly blends with swampy environments. Carrying a massive maul and exuding an aura of primal strength, Warden is a loyal ally. His rage transforms him into a whirlwind of destruction, and his fearsome bite is as deadly as the swamps he calls home. Despite his fierce appearance, Warden fights with honor and loyalty, defending the party with unwavering dedication.
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.
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