| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +4 |
| DEX | 16 | +3 | +12 |
| CON | 18 | +4 | +14 |
| Mod | Save | ||
|---|---|---|---|
| INT | 11 | +0 | +0 |
| WIS | 14 | +2 | +2 |
| CHA | 8 | −1 | −1 |
Echoes of the Song. A faint resonance clings to the Warden, warping perception at close range.
When a creature starts its turn within 10 feet of the Warden, the Warden can force that creature to make a DC 14 Wisdom saving throw (no action required). On a failure, the creature has disadvantage on the first attack roll it makes before the end of its turn. The Warden can affect only one creature per round with this trait.
Tunnel Predator. The Warden thrives in confined and lightless spaces.
The Warden has advantage on Dexterity (Stealth) checks made in dim light or darkness.
Distorted Reflection. The Warden appears misaligned when seen directly.
When a creature attacks the Warden while observing him through a reflective surface (such as a mirror, still water, or polished metal), that attack has advantage. If the attack hits, the Warden cannot take reactions until the start of his next turn.
Spider Climb. The Warden can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Multiattack. The Cistern Warden makes two attacks. Only one of which can be Dragging Nails.
Dragging Nails. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 4) slashing damage.
If the target is Medium or smaller, it must succeed on a DC 15 Strength saving throw or be grappled (escape DC 15). The Warden can grapple only one creature at a time.
Splintered Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one grappled target. Hit: 14 (2d8 + 4) piercing damage.
If the target is grappled by the Warden, the attack deals an extra 4 (1d8) piercing damage.
Drag into the Dark. The Warden moves up to 20 feet without provoking opportunity attacks while dragging a creature grappled by him. At the end of this movement:
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The target must succeed on a DC 15 Dexterity saving throw or fall prone.
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If the area is in dim light or darkness, the target is restrained until the end of its next turn.
The Warden must end this movement on a solid surface.
Crawl the Walls. The Warden moves up to half his climb speed without provoking opportunity attacks. He must end this movement on a solid surface.
Clutch and Climb. If the Warden is grappling a creature, he may move up to half his speed along a wall or ceiling without provoking opportunity attacks.
Sudden Lunge. When a creature within 10 feet of the Warden hits him with an attack, the Warden can make one Dragging Nails attack against a different creature within reach.
Skittering Evasion. When the Warden is hit by a melee attack, he can move up to 10 feet without provoking opportunity attacks.
Description
The Cistern Warden was once a man responsible for the floodgates and drainage tunnels beneath Velkarth. Long exposure to the damp darkness and the distant echo of the Song below the city has twisted him—body first, mind slowly after.
His frame is unnaturally elongated, as though stretched over time. His arms hang too long for his torso, fingers thin and tipped with dirty, overgrown nails. His neck extends slightly farther than it should, allowing his head to tilt at unsettling angles. Sparse strands of long, gray hair cling to his pallid, sagging skin, often plastered against his face by moisture. His teeth are human—but broken, chipped, and uneven. The fractured edges give them a jagged appearance, as though sharpened by accident rather than design. He moves with disturbing control: sometimes hunched and crawling along stone and wall alike, sometimes rising to full height with slow, deliberate intent. He listens often—head tilted, neck extended—as though hearing something beneath the hearing of others.
The Warden is not mindless. He understands speech and simple strategy, but his reasoning no longer follows human patterns. He perceives intrusion, noise, and disruption. Those who descend too far into the tunnels are marked as disturbances to be removed. He does not guard the depths out of loyalty. He guards them because without the depths, he no longer knows what he is.
Some say he still remembers his name. He simply refuses to answer to it.
Lair and Lair Actions
Lair: The Lower Cisterns of Velkarth
The Cistern Warden inhabits the flooded maintenance tunnels and stone reservoirs beneath Velkarth. Once part of the city’s drainage system, these chambers are now cracked, unstable, and partially submerged. The air is damp and heavy. Sound echoes unpredictably through narrow corridors and open cistern halls. Dim light reflects off black water pooling between broken walkways and rusted floodgates.
The lair consists of:
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Flooded stone floors and shifting water levels
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Narrow bridges and maintenance platforms
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Cracked support columns and exposed pipework
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Vertical shafts and climbable walls
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Pervasive dim light and deep shadow
Within these tunnels, the Warden moves with unnatural ease, using walls, ceilings, and waterlogged passages to isolate and ambush intruders.
Lair Actions
On initiative count 20 (losing ties), the Cistern Warden takes one of the following lair actions:
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Rising Surge. Water bursts through cracks in the stone. A 20-foot square area the Warden can see becomes difficult terrain until initiative count 20 on the next round. Creatures in that area must succeed on a DC 14 Strength saving throw or fall prone.
- Extinguish the Light. Moisture and pressure snuff out illumination. One nonmagical light source within 60 feet is extinguished. Magical light of 2nd level or lower within 60 feet has its bright light radius halved until initiative count 20 on the next round.
- Echoing Pressure. The stone resonates with a distorted echo. Up to three creatures of the Warden’s choice within 60 feet must succeed on a DC 14 Wisdom saving throw or be unable to take reactions until initiative count 20 on the next round.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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2/17/2026 9:12:13 PM
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2
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1
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Coming Soon
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