Soul Collector. The warden collects souls to torture for all eternity. Any creature killed by the warden becomes trapped in a separate realm, doomed to eternal torture at the hands of the warden. Any creature grappled by the warden's chains is restrained and takes 7 (2d6) psychic damage at the start of each of its turns, as the warden pulls on its soul, healing the warden for the damage dealt.
Dragging chains. wherever the warden walks, sounds of chains can be heard. The warden has disadvantage on stealth checks, and all creatures within 30 feet of it has advantage on perception checks against it.
Chain. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) slashing damage. The target is grappled (escape DC 16) if the warden isn't already grappling a creature.
Animate Chains (Recharges after a Short or Long Rest). Up to three chains the warden can see within 30 feet of it magically sprout razor-edged barbs and animate under the warden's control, provided that the chains aren't being worn or carried.
Each animated chain is an object with AC 16, 10 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. On its turn, the warden can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the warden is incapacitated or dies.
Unnerving Faces. When a creature the warden can see starts its turn within 30 feet of the warden, the Warden can call forth one of its trapped souls in front of it. If the creature can see the Warden, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its turn.
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