Huge Construct, Unaligned
Armor Class 22 (natural armor)
Hit Points 570 (40d20 + 150)
Speed 30 ft.
STR
29 (+9)
DEX
7 (-2)
CON
30 (+10)
INT
3 (-4)
WIS
11 (+0)
CHA
1 (-5)
Damage Immunities Fire, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Darkvision 120 ft., Passive Perception 10
Languages Understands the languages of its creator but can't speak
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Fire Absorption. Whenever the warden is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.

Immutable Form. The warden is immune to any spell or effect that would alter its form.

Magic Resistance. The warden has advantage on saving throws against spells and other magical effects.

Magic Weapons. The warden's weapon attacks are magical.

Sweeping Strikes. When the warden makes a claymore attack, all creatures within 15 ft. of the original target are targeted as well.

Crushing Grip. A creature grappled by the warden takes 7 (2d6) bludgeoning damage for every round it is grappled.

Actions

Multiattack. The warden makes three different melee attacks. If none of these attacks damage the target(s), the warden is open for an opportunity attack.

Slam. Melee Attack: +12 to hit, reach 5 ft., one target. Hit: 26 (3d10 + 9) bludgeoning damage. The target must succeed on a DC 18 Strength saving throw or be knocked prone.

Claymore. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 62 (5d20 + 9) slashing damage.

Grab. Melee Attack: +12 to hit, reach 5 ft., one large or smaller target. Hit: The target must succeed a DC 20 Strength saving throw or be grappled by the warden. This grappled creature moves with the warden, and can only target the warden with attacks. If the warden takes 70 or more damage in a single round, or 40 from a held creature, it drops the held creature. The warden cannot perform its claymore attack if it is holding a creature, and can only hold one creature at a time.

Fling: The warden throws the creature it is holding. The creature can be flung up to 100 ft., and takes 11 (1d20) bludgeoning damage for every 10 ft. thrown, and is knocked prone. If the flung creature hits another creature, the hit creature takes the same amount of damage, and must succeed on a DC 24 Strength saving throw or be knocked prone.

Stomp. Melee Attack: +12 to hit, reach 5 ft., one target. Hit: 37 (5d10 + 9) bludgeoning damage. The target must make a DC 22 Strength saving throw, and all creatures within 20 ft. of the target that are touching the ground must make a DC 18 Dexterity saving throw. On a failed save, a creature takes 30 thunder damage and is knocked prone. The warden does not have to target a specific creature to use this attack.

Bulwark (Recharge 9-10). The warden projects an aura of protection in a 30x30 ft. area around it. All friendly creatures within this aura gain +6 AC, and become resistant to all forms of damage, losing vulnerabilities. This aura of protection moves with the warden, and lasts for 2 rounds.

Description

The most powerful, mightiest, and rarest of the golems, the warden is a deadly, fierce, and terrifying opponent. Standing at a massive 30' tall, the warden towers over even the largest of giants. With their massive weapons, they are able to cleave hoards of foes with one strike, and they are able to carry even ogres with relative ease, flinging them around as if they were merely twigs. Only the wealthiest beings are capable of affording such a beast, and the elemental spirits that reside within them are the most powerful of their kind.

Great might, great cost. Wardens are massive 30' beasts of precious and rare ores such as adamantine. With all the rare metals required to make these powerful golems, not to mention the long and arduous process of capturing a spirit powerful enough to control one, it is no secret that wardens are also the most expensive of the golems, and are usualy too expensive for even the wealthiest of nobles to afford. As such, they are incredibly rare, never found in groups of more than one, and are usually only found guarding the most sacred and prized relics of the most powerful and wealthiest nations, and even then they are quite rare.

Previous Versions

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