| Mod | Save | ||
|---|---|---|---|
| STR | 20 | +5 | +9 |
| DEX | 14 | +2 | +2 |
| CON | 20 | +5 | +9 |
| Mod | Save | ||
|---|---|---|---|
| INT | 12 | +1 | +1 |
| WIS | 16 | +3 | +7 |
| CHA | 12 | +1 | +1 |
"Bound by death, unshaken by time. No soul shall pass unjudged."
Abilities
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Undead Fortitude (2/Day):
If damage reduces the Warden to 0 hit points, it must make a Constitution saving throw (DC 18). On a success, it drops to 1 hit point instead. -
Sentinel of the Abyss:
The Warden cannot be surprised and has advantage on Perception checks while guarding a location. Additionally, it cannot be forced to move against its will. -
Gravebound Presence (Aura, 30 ft.):
Creatures within 30 feet of the Warden cannot regain hit points by non-magical means. Additionally, enemies who start their turn in this aura take 10 (3d6) necrotic damage. -
Abyssal Chains (Recharge 5-6):
As a bonus action, the Warden summons cursed chains to lash at all creatures within 15 feet. Each creature must make a DC 18 Strength or Dexterity saving throw or be restrained until the end of the Warden’s next turn.
Actions
Multiattack.
The Warden makes three melee attacks with its GreatAxe of the Black Gate or two attacks and one Shield Bash.
GreatAxe of the Black Gate. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
- Hit: 18 (3d10 + 5) slashing damage + 9 (2d8) necrotic damage.
Shield Bash. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
- Hit: 14 (3d6 + 5) bludgeoning damage. The target must succeed on a DC 18 Strength saving throw or be knocked prone.
Judgment's Gaze (Recharge 5-6).
The Warden locks eyes with a creature within 30 feet, forcing them to make a DC 17 Constitution saving throw. On a failure, they take 28 (8d6) necrotic damage, and their movement speed is halved for 1 minute. A creature reduced to 0 HP by this ability cannot be revived unless divine intervention is used.
Legendary Actions (3/Turn)
- Undying Vigil (Costs 1 Action): The Warden moves up to half its speed without provoking opportunity attacks.
- Dark Rebuke (Costs 2 Actions): When damaged by a creature within 30 feet, the Warden forces that creature to make a DC 18 Constitution saving throw, taking 18 (4d8) necrotic damage on a failure or half on a success.
- Warden’s Grasp (Costs 3 Actions): The Warden summons ghostly chains that lash out at up to three creatures within 30 feet. Each creature must make a DC 18 Dexterity saving throw or take 22 (4d10) necrotic damage and be restrained until the end of their next turn.
Description
The Undead Warden stands nearly 7 feet tall, clad in blackened, corroded armor that once gleamed with the glory of its past life. Its helm is fused to its skull, with eerie blue flames flickering from its hollow eye sockets, giving the impression that it still sees the world through a warrior’s gaze. Its skeletal hands grip a massive halberd, the weapon pulsating with necrotic energy, runes etched into its aged metal glowing faintly with a ghostly radiance. Shadows cling to its form unnaturally, distorting the air around it, as if the Warden is only partially present in this plane.
As it moves, its armor groans with the weight of ages, yet its motions are unnervingly fluid, too precise for something long dead. When it speaks, its voice is an echoing rasp, as though spoken from the void beyond the grave.
Lair and Lair Actions
"This is my domain, and in death, I shall remain its master."
If the Undead Warden is fought within the Sunken Catacombs or another gladiator graveyard, it can draw power from the lingering spirits, gaining lair actions. On initiative count 20 (losing ties), the Warden can use one of the following lair actions:
Lair Actions (1/Turn)
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Spirits of the Fallen:
- The echoes of fallen gladiators manifest as spectral warriors. The Warden summons 1d4 spectral gladiators (use Ghost stat block, CR 4) that fight for one round before fading. These spirits have advantage on attacks against any creature with an active buff or magical effect.
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Cursed Arena:
- The battlefield shifts, trapping the players in a shadowy dueling circle (30 ft. radius).
- Effect: For one round, all creatures inside cannot escape by any means (magical or physical). All attacks are made with advantage.
-
Tombstone Grip:
- Hands of the damned rise from the ground in a 20-ft. radius around the Warden. Each creature must make a DC 17 Strength or Dexterity saving throw or be restrained until the end of their next turn.
-
Soul Drain (Recharge 5-6):
- The Warden draws power from the dead, regaining 30 HP.
- Additionally, each player must make a DC 18 Constitution saving throw or suffer 1 level of exhaustion as the deathly energy weakens them.
-
Chains of Judgment (Only at 100 HP or Below):
- Black iron chains erupt from the arena walls, lashing at up to three creatures.
- Each creature must succeed on a DC 18 Dexterity saving throw or take 22 (4d10) necrotic damage and be restrained for 1 minute (repeat save at the end of each turn).
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