Large Construct, Unaligned
Armor Class 17 (natural armor)
Hit Points 142 (15d10 + 60)
Speed 30 ft., Fly 30 ft.
STR
18 (+4)
DEX
8 (-1)
CON
18 (+4)
INT
7 (-2)
WIS
10 (+0)
CHA
3 (-4)
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 10
Languages understands commands given in any language but can’t speak
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Regeneration. The drone regains 10 hit points at the start of its turn if it has at least 1 hit point.

Spell Storing. A spellcaster can cause the drone to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the drone. The spell has no effect but is stored within the drone. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the drone casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost.

This drone has the After Image spell stored.

Actions

Multiattack. The drone makes two fist attacks.

Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.

Detention Orb. The drone launches a tiny orb of magical force at a creature it can see within 30 feet of itself. The creature must succeed on a DC 15 Constitution saving throw or be encased in the orb, which expands to a size just large enough to contain the creature. While encased, the creature doesn’t need to breathe, eat, or drink, and it doesn’t age. Nothing can pass through the orb, nor can any creature teleport or use planar travel to enter or exit the orb. As a bonus action, the drone can move the orb and its contents up to 30 feet in any direction. A successful casting of the Dispel Magic spell on the orb (DC 15) destroys it. The orb otherwise remains intact until the drone spends an action to end the effect or the drone is destroyed. A drone can have only one detention orb active at a time; if the drone creates a detention orb when it already has one active, the first orb disappears, freeing the creature inside.

Delay. (2/Day) You briefly slow time for a creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or be moved to last place in the Initiative order from the start of the next round onwards.

After Image. (1/Day) You create an illusory duplicate of yourself which follows your every movement. When a creature hits you with an attack roll while your duplicate remains, roll a d6. If it rolls a 3 or higher, the duplicate is hit instead of you and the duplicate is destroyed. The duplicate otherwise ignores all other damage and effects. The duplicate reappears if you move 15 feet or more on your turn or take the Dodge action. A creature is unaffected by this spell if it has the Blinded condition, Blindsight, or Truesight.

Bonus Actions

Time Hop. (1/day) You shunt yourself a few seconds into the future. Choose a duration: 1 round, 2 rounds, or 3 rounds. You vanish, reappearing after the duration at the start of your turn in the nearest unoccupied space to where you disappeared. While vanished, you are outside time; you can’t take Actions or Reactions, your Speed is 0, time doesn’t pass for you, your spell effects are suspended, and you can’t be affected by attacks or effects.

Recall. (2/Day) Record your location when you cast this spell. Until the end of your next turn, you can take a Reaction in response to an attack roll, a creature casting a spell, or a creature moving within 5 feet of you to teleport back to that location, or to the nearest unoccupied space if that space is occupied. This teleportation precedes the triggering attack or spell. The spell then ends.

Reactions

Accelerate/Decelerate. (4/Day) This spell accelerates or decelerates an attack (see the chosen effect below) the instant before it strikes, lessening or multiplying its force.

Accelerate. The target takes an extra 2d6 damage from the attack. This extra damage is the same type dealt by the triggering attack.

Decelerate. Reduce the damage the target takes by 2d6 (to a minimum of 0 damage).

Legendary Actions

Legendary Resistance (3/Day). If the warden fails a saving throw, it can choose to succeed instead.

The Warden has 3 Legendary action points, restoring at the beginning of its turn.

Detain. (2 points) The Warden attempts to use its Detention Orb

Time Hop. (1 point/round) You shunt yourself a few seconds into the future. Choose a duration: 1 round, 2 rounds, or 3 rounds. You vanish, reappearing after the duration at the start of your turn in the nearest unoccupied space to where you disappeared. While vanished, you are outside time; you can’t take Actions or Reactions, your Speed is 0, time doesn’t pass for you, your spell effects are suspended, and you can’t be affected by attacks or effects.

 

Description

 

The ancient defender of the Lexicon Engine. Warped by time, existing in the past, present and future simultaneously. 

Lair and Lair Actions

On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

Time Change. Time begins to accelerate or decelerate, changing the arena into a variant from the past, present or future.

Time Stop. All creatures except the Warden, make a Constitution saving throw, DC 17, on a failure they are subjected to the Time Hop ability for 1d3 rounds. On a success nothing happens.

Previous Versions

Name Date Modified Views Adds Version Actions
2/20/2026 3:58:18 AM
8
1
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Coming Soon
MasterMalaria

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