Legendary Resistances - 3 per stage
200hp per stage
Stage 2 - 20 AC, DC21 Spell Save
Aura of Judgment (35ft from self): At the start of each enemy's turn in the aura, or upon entering the aura on their turn, they must choose:
- Stand firm: Their remaining speed is halved until the end of their turn.
- Advance boldly: If they move more than 10 feet on their turn through the aura, they take 2d8 radiant damage as the aura lashes out.
Aura of Unravelling Magic (35ft from self): The air around the Warden shimmers with unstable, ancient power, warping magic itself. Whenever a creature within the aura casts a spell of 3rd level or lower, roll a d6:
- On a 1: The spell fizzles and is wasted (no effect, slot or use expended)
- On a 2-3: The spell works as normal, but the caster takes 2d8 force damage as magical backlash
- On a 4-6: The spell works normally.
Spells of 4th level or higher are unaffected.
Stage 2:
Aura of Unmaking (35ft from self): At the start of each enemy creature's turn in the aura, or upon entering the aura on their turn, they must succeed on a DC19 Wisdom saving throw or be affected be one aspect (roll a d6):
- 1–2 Wrath: For the next turn, the creature must make all attack rolls with advantage, but all attack rolls against them also have advantage until the start of their next turn.
- 3–4 Sorrow: Disadvantage on attack rolls and saving throws until end of turn.
- 5–6 Vigilance: Cannot use bonus actions or reactions this turn.
Aura of Radiant Storm (35ft from self): At the end of each round, all creatures in the aura take 2d8 radiant damage (DC 19 Constitution save for half).
Stage 1
Sealbreaker Slam: The Warden slams the ground, sending out a shockwave in a 30-foot radius. All creatures in the area must make a DC19 Strength saving throw or take (5d8) force damage, be knocked prone, and pushed 20 feet away. On a success, half damage and not moved.
Chains of Fate: The Warden targets up to 3 creatures within 100 feet. Each must succeed on a DC19 Wisdom saving throw or be restrained by spectral chains until the end of their next turn. While restrained, they are also silenced.
Judgment Ray: The Warden fires a beam of radiant energy at up to 2 targets within 120 feet. Each must make a DC19 Dexterity saving throw or take (6d6) radiant damage and be blinded until the end of their next turn (half damage and not blinded on a success)
Prism of Denial: The Warden creates a 35-foot cube within 150ft. The area becomes a prism of refracted light until the end of the Warden's second turn. Any spell or cantrip cast into or through the prism is countered (no effect, slot lost), and ranged attacks into or out of the area have disadvantage. The Warden is adverse to standing withing the prisms.
Sword and Shield: The Warden makes one Radiant Blade attack and one Sundering Fist attack
- Radiant Blade: Melee Weapon Attack: +13 to hit, reach 15 ft., one creature. Hit: 24 (3d10 + 7) radiant damage.
- Sundering Fist: Melee Weapon Attack: +13 to hit, reach 15 ft., one creature. Hit: 21 (3d8 + 7) force damage. If the target is Large or smaller, DC19 Strength save or pushed 20 feet.
Stage 2
Judgment Storm (Recharge 4-6): The Warden calls down lightning in a 60ft radius centred on itself. All creatures in the area must make a DC19 Dexterity saving throw or take (8d8) lightning damage and be knocked prone (half damage and not prone on a success)
Prism of Denial 2: The Warden creates 2 30-foot cubes within 100ft. The area becomes a prism of refracted light until the end of the Warden's second turn. Any spell or cantrip cast into or through the prism is countered (no effect, slot lost), and ranged attacks into or out of the area have disadvantage. The Warden is adverse to standing withing the prisms.
- Radiant Blade: Melee Weapon Attack: +13 to hit, reach 30 ft., one creature. Hit: 16 (2d10 + 5) radiant damage.
- Sundering Fist: Melee Weapon Attack: +13 to hit, reach 15 ft., one creature. Hit: 14 (2d8 + 5) force damage. If the target is Large or smaller, DC19 Strength save or pushed 20 feet.
Stage 2
Shard Manifestation: At the start of its turn, the Warden chooses an aspect to manifest until the start of its next turn:
- Wrath: Gains an extra action
- Sorrow: Heals 25 hit points at the start of its turn. All attacks against the Warden have disadvantage this turn.
- Vigilance: Gains resistance to all damage until the start of its next turn and advantage on all saving throws.
The same mask may not be selected twice in a row.
Judgment Parry: When the Warden is hit by a weapon or spell attack, it may use it's reaction to parry the attack, adding a +4 to it's AC for that attack only.
Legendary Actions - 3 per round
Gravity Shift (Costs 1 Action): Once per round, the Warden warps gravity in a 25-foot radius sphere within 100 feet. Each creature in the are must make a DC19 Strength or Dexterity save (their choice) or be pulled 15 feet toward the centre and knocked prone.
Mask of Denial (Costs 1 Action): Until the start of its next turn, it gains stacking resistance to one damage type of its choice (chosen from what it's recently been hit by)
Simple Attack (Costs 1 Action): The Warden makes either a Radiant Blade or Sundering Fist attack from Main actions.
Flyby (Costs 2 Actions): The Warden can move up to 40ft (walking/flying) without triggering opportunity attacks
Seal of Reflection (Costs 2 Actions): Until the start of its next turn, whenever the Warden is hit by a spell or attack, the attacker takes the same damage of the same type (once per attacker per round)
Stage 2
Mask Shift (Costs 2 actions): The Warden immediately changes to a different aspect (Wrath, Sorrow, Vigilance) and switches to its bonus effect.
Description
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Lair and Lair Actions
Lair Actions
On initiative count 20 (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:
- Celestial Ward: A shimmering beam of light shoots down in a 30-foot radius anywhere in the chamber. Until initiative count 20 of the next round, all creatures inside the barrier have resistance to all damage, but cannot make attacks or cast spells thar target creatures outside the barrier. Celestials also heal 10% of their hp if they end their turn inside the barrier.
- Seal of Silence: The Warden marks a 30ft radius area anywhere within 300ft. Until the next lair action, creatures inside cannot speak or cast spells with verbal components.
- Celestial Repulsion: A wave of force sweeps outward from the Warden. All creatures within 60 feet must succeed on a DC 19 Strength saving throw of be pushed 30 feet directly away from the Warden and knocked prone
- Flickering Reality: Until the next lair action, all creatures in the chamber must roll a d6 at the start of their turn:
- 1-2: Their movement speed is halved
- 3-4: Their attacks deal only half damage
- 5-6: No effect
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