| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +9 |
| DEX | 14 | +2 | +6 |
| CON | 16 | +3 | +6 |
| Mod | Save | ||
|---|---|---|---|
| INT | 13 | +1 | +1 |
| WIS | 10 | +0 | +0 |
| CHA | 15 | +2 | +5 |
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.
Multiattack. The warden makes two slam attacks.
Hammer Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 6) bludgeoning damage.
Throw Hammer. Ranged Weapon Attack: +3 to hit, reach 25 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. The weapon comes back to it's bearer.
Slow (Recharge 5–7). The warden targets one or more creatures it can see within 10 feet of it. Each target must make a DC 14 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 30 seconds. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Dodge. The warden must make a DC roll higher than taken damage - 3 (capped at 19) to nullify it all.
Artificial Shockwave. Melee Terrain Attack: +2 to hit, reach 15 ft. in a circle, each target in that range must make a 16 DC Constitution saving throw against the shockwave, on a failed save the target takes damage. Hit: 18 (2d12 + 6) bludgeoning damage. Can be used only 3 times a fight.
Description
Beefy prison guard veteran climbed up to the highest rank. A Hammer being his weapon of choice.
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