Medium Construct, Lawful Neutral
Armor Class 16 Natural Armour + Shield
Hit Points 38 (5d8 + 15)
Speed 25 ft.
STR
17 (+3)
DEX
10 (+0)
CON
16 (+3)
INT
6 (-2)
WIS
12 (+1)
CHA
7 (-2)
Skills Perception +3
Damage Immunities Poison, Psychic
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Darkvision 60ft, Passive Perception 13
Languages Understands the languages of its creator but cannot speak
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Sentinel’s Shield: When a creature within 5ft of the Crystal Warden attacks a target other than the Warden, the Warden can use its reaction to impose disadvantage on the attack roll.

Crystal Shield Bash: When the Crystal Warden hits a creature with its Shield Bash, the target must succeed on a DC 13 Strength Saving throw or be knocked prone.

Actions

Multiattack: The Crystal Warden makes two melee attacks.

Crystal Mace: Melee Weapon Attack: +5 to hit, reach 5ft, one target. Hit. 7 (1d6 +3) bludgeoning damage.

Shield Bash: Melee Weapon Attack: +5 to hit, reach ft, one target. Hit. 7 (1d6 + 3) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength Saving throw or be knocked prone.

Bonus Actions

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

Reactions

Crystal Mace: Melee Weapon Attack: +5 to hit, reach 5ft, one target. Hit. 7 (1d6 +3) bludgeoning damage.

Shield Bash: Melee Weapon Attack: +5 to hit, reach ft, one target. Hit. 7 (1d6 + 3) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength Saving throw or be knocked prone.

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.

Description

The Crystal Warden is made to look like a suit of crystal armour with a crystallised skeleton propping it up and the skeleton shatters upon death.

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.

DeathByKevin

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