Large Aberration, Unaligned
Armor Class 11 Natural
Hit Points 125 (5d20 + 35)
Speed 40 ft., Burrow 50 ft.
STR
24 (+7)
DEX
10 (+0)
CON
30 (+10)
INT
16 (+3)
WIS
14 (+2)
CHA
8 (-1)
Saving Throws CON +15
Skills Intimidation +23, Stealth +20
Damage Vulnerabilities Thunder
Damage Immunities Acid, Cold, Fire, Lightning, Poison
Condition Immunities Petrified, Poisoned, Stunned
Senses Tremorsense 400 ft., Passive Perception 24
Languages --
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Sensory Focus. The Warden has enhanced hearing to an absurd degree, being able to detect sounds from 300 ft away. They cannot see, however.

Soulkeeper. Whenever the Warden slays another living creature, they will regain 1d20 hit points and will have advantage on casting spells for the next hour.

Hive Mind. All Wardens, and all skulk creatures in general are connected to a hive mind, allowing them to communicate. This allows Skulk Sensors to alert a nearby Warden to the location of passersby.

Innate Spellcasting. The energy provided by the souls embedded into the Warden's chest allow it to cast spells at will without a component. The Warden is a 7th-level spellcaster and uses its intelligence to cast spells (save DC 13). The Warden may cast the following spells:

2nd level: Rage

Actions

Deep Dark Bellow. The Warden lets out a powerful roar. All targets within 150 ft of the Warden must succeed a DC18 wisdom saving throw or become frightened of the Warden.

Skulk Slam. Melee Weapon Attack: +18 to hit, reach 8 ft., 1 target. Hit: 22 (5d6 + 3) bludgeoning damage.

Sonic Boom. Ranged Weapon Attack: +30 to hit, range 150/250 ft., 1 target. Hit: 11 (3d4 + 1) force damage.

Reactions

Soulful Rebuke. The Warden knocks all creatures 6 ft in front of it 20 ft away via a blast of soul energy.

Description

The Warden is a grim beast that lurks deep underground. They have antennae to pick up vibrations, as well as primitive ear-like protrusions, mostly due to them being blind. They are made of a strange plant-like material called skulk and their ribcage is sticking out from their chest, seemingly containing the souls of defeated enemies.

Lair and Lair Actions

Wardens dwell within the Underdark's many ancient ruins, abandoned by all but them and their kin.

They don't take a liking to strangers.

Lair Actions

On initiative count 3 (losing initiative ties), the Warden takes a lair action to cause one of the following effects; the Warden can’t use the same effect two rounds in a row:

  • The Warden commands the rest of the skulk in its domain to drop boulders on 3 separate targets, doing 2d8 + 1 bludgeoning damage.
  • The Warden creates skulk tendrils from the ground below the feet of 1d4 targets. The target must make a DC16 dexterity saving throw or become grappled.

 

Regional Effects

The region containing a legendary Warden's lair is being gradually infested with skulk, which creates one or more of the following effects:

  • Fresh corpses become hosts for the skulk and get resurrected as undead.
  • There is an eerie, perpetual darkness that hangs over the Warden's domain. All light sources become less effective, with the only way to easily see being through darkvision.
  • Noise tends to create more of an echo, allowing the Warden to more easily locate its prey.

If the Warden dies, these effects fade over the course of 3d8 days.

Monster Tags: aberration

Habitat: Underdark

GroxTheGreat666

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