Blind. The Skulk Warden instantly fails wisdom (perception) checks that rely on sight, but is unaffected by illusionary images.
Keen hearing. The Skulk Warden has advantage on Wisdom (perception) checks that rely on hearing.
Enveloping shadows. Whenever the warden emerges darkness envelops everybody within 120 ft blinding them for as long as they are within the range.
Frightening Roar. The Skulk Warden roars at a creature within 30ft. If the target can hear it must make a dc 16 wisdom saving throw or become frightened.
Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 31 (4d12 + 5) bludgeoning damage.
Detect. The warden uses a bonus action to make a perception check to find and unmoving creatures.
Sonic screech (Costs 1 Action). The Skulk Warden targets one creature within 60 ft and unleashes a screech. The target must succeed on a dexterity saving throw or take 13 (3d6) thunder damage on a failure and no damage on a success. Regardless of success they move 5 ft if they fail then they are knocked back 5 ft and if they succeed they have to jump 5 ft to either side in order to avoid getting hit.
Lair and Lair Actions
Regional Effects
The region containing a warden’s lair is overgrown with skulk, which creates one or more of the following effects:
- Anytime a creature is killed in an area of skulk the skulk grows out at a rate of 1 foot per challenge rating of the creature, additionally any growth can result in the formation of exotic skulk. Whenever growth happens roll a d10 to determine what kind of growth takes place
1-4: nothing
5-7: skulk sensor
8-9: skulk catalyst
10: skulk shrieker
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