Medium Humanoid (Any Race), Lawful Evil
Armor Class 14
Hit Points 30 (4d10)
Speed 30 ft.
STR
10 (+0)
DEX
16 (+3)
CON
14 (+2)
INT
8 (-1)
WIS
16 (+3)
CHA
16 (+3)
Skills Nature +5, Religion +2
Senses Passive Perception 15
Languages Common, Primordial
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Elemental Runic Spellcasting. The warden is imbued with elemental power whose power comes from the tattoos of runes inked across their body. Their spellcasting ability is Wisdom (spell save DC 15, +6 to hit with spell attacks). The warden has following spells prepared:

Cantrips (at will): fire bolt, produce flamecontrol flames

 3/Day: burning hands, aganazzar's scorcher, flame bladeflaming sphere

 2/Day: conjure minor elementals (magma mephit only), fireballscorching ray

 1/Day: conjure elemental (fire elemental only), wall of fire, fire shieldimmolation

 

Actions

Flame Whip. The warden can create an a whip out of fire to make attacks. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit:  (1d4+2) slashing damage and (1d4) fire damage.  This counts as a magical attack.

Description

Wardens are members of the Warden faction who zealously protect nature.  They are humanoids who have tattooed themselves with runes that have magical essence within them, allowing them access to magic that is tied with the element of water. They are an extremist group of individuals who will go to great lengths to take revenge on those who harm the environment and nature.

Monster Tags: NPC

Habitat: Urban

Dev_Dev_Dev

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