Construct Frame
The arcane chain warden does not require air, food, drink, or sleep.
Anchored Stability
The warden has advantage on Strength saving throws against effects that would knock it prone or forcibly move it.
Arcane Reinforcement
When the warden takes lightning damage, it gains temporary hit points equal to half the lightning damage dealt (rounded down).
Magic Resistance
The arcane chain warden has advantage on saving throws against spells and other magical effects.
Multiattack
The arcane chain warden makes two Arcane Slam attacks.
Arcane Slam
Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 12 (2d6 + 5) bludgeoning damage.
Wind Rebuff (Recharge 5–6)
The warden releases a concussive burst of compressed air. Each creature of the warden’s choice within 10 feet must succeed on a DC 14 Strength saving throw or be pushed 15 feet directly away and knocked prone.
None
Chain Intercept
When a creature within 5 feet of the warden targets an allied construct with an attack, the warden imposes disadvantage on that attack roll.
None
None
Description
Arcane Chain Wardens are heavy construct sentinels designed to enforce magical containment and protect sites of arcane restraint. Each warden is forged from layered steel plates bound together by glowing runic channels, with thick enchanted chains wrapped around its limbs and torso. These chains are not ornamental—each link hums with stored force, shifting and tightening in response to movement and threat.
The warden moves with slow, deliberate purpose, anchoring itself against violent winds and magical surges. Rather than pursuing intruders recklessly, it advances to control space, positioning itself to block paths, shove enemies aside, and drive trespassers toward hazards or off elevated terrain. Its attacks are accompanied by the grinding of metal and the crack of compressed air as the chains snap taut.
Though mute and emotionless, an Arcane Chain Warden displays a rigid tactical awareness. It prioritizes the defense of arcane structures, chains, and allied constructs above all else, ignoring pain and damage that would fell a living creature. Once activated, it will carry out its directive without hesitation, retreat, or mercy until destroyed or forcibly deactivated.
The presence of a chain warden is unmistakable—runes flare brighter as it prepares to strike, chains vibrate with contained power, and the air itself seems to tense around it, as if anticipating sudden, violent movement.
Lair and Lair Actions
None
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