Oathbound Sentinel.
If the Warden is within 10 ft. of an ally, attacks against that ally have disadvantage once per round (no reaction required).
Auroral Step (Recharge 4–6).
As a bonus action, the Warden magically teleports up to 30 ft. to an unoccupied space they can see.
Spell Sever.
When the Warden hits a creature concentrating on a spell, the target has disadvantage on the concentration save.
Radiant Formation.
If another Auroral Warden is within 15 ft., both gain +2 AC and advantage on saving throws against spells.
Multiattack.
The Warden makes three weapon attacks.
Radiant Blade. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 10 (1d8 + 6) slashing + 13 (3d8) radiant damage.
Sunburst Thrust (Recharge 5–6).
Each creature of the Warden’s choice within 15 ft. must make a DC 17 Con save or take 36 (8d8) radiant damage, half on a success.
Auroral Step (Recharge 4–6).
The Warden magically teleports up to 30 ft. to an unoccupied space it can see.
Vigilant Shift.
The Warden takes the Dash, Disengage, or Help action.
Last Oath’s Focus (1/Day).
The warden gains advantage on all attack rolls and saving throws until the end of his next turn, and his movement does not provoke opportunity attacks during this time.
Intercept Harm.
When a creature within 10 ft. is hit, the Warden reduces the damage by 20 (4d8 + 2) and becomes the new target.
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 Action Name. 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 Auroral Wardens are the living embodiment of the crown’s final authority, few in number, immaculate in discipline, and unmistakable in presence. Chosen from veterans, prodigies, and survivors of impossible battles, they are bound by magically enforced oaths that place the safety of the realm above all personal loyalty. Neither common soldiers nor mere knights, the Wardens stand at the intersection of martial mastery and restrained arcane power, trained specifically to face threats that armies cannot.
To the public, they are calm, silent figures in pale armor traced with soft gold sigils, moving with practiced purpose and never alone. To those who understand power, they are something far more unsettling: warriors designed to counter magic, intercept death, and hold the line when gods, kings, or faith itself fail. Where the Auroral Wardens stand, chaos does not advance, it breaks.
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.
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