Gargantuan Construct (Elemental), Lawful Neutral
Armor Class 19 Natural Armor
Hit Points 210 (18d20 + 24)
Speed 40 ft., climb 40 ft., burrow 40 ft.
STR
23 (+6)
DEX
8 (-1)
CON
19 (+4)
INT
6 (-2)
WIS
10 (+0)
CHA
16 (+3)
Saving Throws CON +9, WIS +5
Skills Perception +5
Damage Immunities Necrotic, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120 ft., Passive Perception 15
Languages Terran
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Immutable Form. The Warden is immune to any spell or effect that would alter its form.

Elemental Core. The Warden's attacks are infused with raw Earth Elemental power. When the Warden hits with a weapon attack, the attack deals an extra 4d6 Bludgeoning damage (Proficiency Bonus of +5 $\times$ d6).

Stone Sentinel. The Warden's massive body grants it advantage on Strength saving throws and checks.

Unburdened Movement. The Warden ignores difficult terrain that is composed of earth or stone.

Actions

Multiattack. The Warden makes two Stone and Root Grasp attacks.

Stone and Root Grasp (Melee Weapon Attack). +11 to hit, reach 15 ft., one target. Hit: 20 (3d8 + 6) Bludgeoning damage plus 14 (4d6) extra Bludgeoning damage (from Elemental Core). If the target is a Large or smaller creature, it must succeed on a DC 16 Strength saving throw or be restrained by clinging stone and roots until the end of the Warden's next turn.

Warden's Quake (Recharge 5–6). The Warden stomps on the ground, creating a localized tremor. Each creature on the ground within 30 feet of the Warden must make a DC 16 Dexterity saving throw. On a failed save, a creature takes 27 (5d10) Bludgeoning damage and is knocked prone. On a successful save, the creature takes half the damage and is not knocked prone.

Legendary Actions

The Warden can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Warden regains spent legendary actions at the start of its turn.

Detect. The Warden makes a Wisdom (Perception) check.

Earthen Push. The Warden magically shoves a creature within 10 feet of it. The target must succeed on a DC 16 Strength saving throw or be pushed up to 15 feet away.

Stone Surge (Costs 2 Actions). The Warden’s elemental core flares, and it regains 20 hit points.

Description

🗺️ The Continent: Land of the Dead (World: DeadLands)

 

The Land of the Dead is a massive, continent-sized territory on the world of DeadLands. Its name now carries a double meaning: it reflects its recent history of devastation and its current strategic value as the central battleground for two world-spanning empires. It is the epicenter of a brutal imperial clash, its vast resources promising immense power to the victor.

 

The Central Region: The Scarred Heart

 

This core area is the namesake and the primary conflict zone, a land defined by its grim restoration and unique power.

  • Current State: It exists in a state of perpetual, muted twilight, making it a chilling landscape to traverse. This atmospheric change is a direct result of the cataclysm one year ago.

  • Topography: The land is surprisingly flat but severely fractured by deep, winding canyons—troughs carved by the concentrated flow of spiritual currents. These canyons and the scattered, magically charged crystalline spires are the greatest source of danger and reward.

  • Strategic Value: The land is immensely rich in Ecto-Minerals—concentrated spiritual deposits essential for necromancy, powerful enchantments, and as a unique, high-yield fuel source. The desire to control these Ecto-Minerals fuels the entire military effort between the Hobgoblins and the Dragon Lands' legions.

  • The Humans: The scattered human inhabitants are merely victims—caught between the two forces as unwilling conscripts, refugees, or collateral damage in the ruthless pursuit of resources.


 

The Surrounding Territories of the Land of the Dead

 

The rest of the continent is strategically partitioned, providing a foundation and buffer for the two invading empires.

 

The Iron March (Soboro's Western Foothold)

 

This region encompasses the western lowlands and highlands, serving as the primary staging and logistical area for Soboro's Hobgoblin legions.

  • Nature: It is a heavily militarized, conquered territory defined by grim, efficient martial law. This is where the Hobgoblin engineers establish their fortified lines and robust supply chains.

  • Culture of Fear: The atmosphere is one of calculated fear and methodical conquest. The culture is built on absolute discipline and terror, the necessary components to feed the growing dominion of their demon master, Soboro.

  • Key Sites: Large, regimented siege camps, massive war-forges dedicated to armored production, and logistical hubs supporting their advanced engineering.

 

The Obsidian Peaks (Dragon Lands' Eastern Stronghold)

 

This is the sharp, magically resonant eastern mountain range, used by the Dragon Lands' forces as their main base of operations.

  • Nature: A rugged, elevated, and magically volatile area. The high peaks and magically charged fault lines make it a perfect vantage point for the Dragon Lands' doctrine of arcane supremacy.

  • Military Doctrine: The region is dominated by Dark Elf sorcerers and assassins who weave powerful curses and shadowy illusions. The main Dragonborn units utilize these peaks for fast, overwhelming strikes and to defend caches of Ecto-Minerals they have secured.

  • Key Sites: High-altitude dragon roosts, heavily warded fortifications for resource storage, and deep, often subterranean, Dark Elf encampments focusing on magical research and sabotage.

 

The Fallow Coast (The Neutral Zone)

 

The southern coastline remains the most politically stable area, acting as a crucial window for the rest of the world to observe the conflict.

  • Significance: This region, featuring established port cities and relatively untouched plains, is where refugees attempt to escape the violence. Crucially, it is the major trade route for the limited Ecto-Minerals that make it out of the conflict zone, ensuring that the resources of the Land of the Dead influence global economics and magic.

  • Outside Influence: The Fallow Coast is the center for world powers who are nervously watching the imperial clash. It also represents the point of least resistance for Marie, The Storyteller, should she choose to subtly intervene in the narrative to prevent either faction from achieving total, world-breaking victory.

SurgDexil

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