Huge Aberration, Neutral
Armor Class 21 Natural Armor
Hit Points 300 (30d12 + 105)
Speed 20 ft., (Hover)
STR
26 (+8)
DEX
14 (+2)
CON
25 (+7)
INT
8 (-1)
WIS
4 (-3)
CHA
22 (+6)
Saving Throws DEX +7, INT +4, WIS +2
Skills Athletics +13
Damage Resistances Cold, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Blinded, Charmed, Exhaustion, Frightened, Paralyzed, Prone
Senses Blindsight 10ft, Passive Perception 7
Languages Deep Speech
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Deep One's Instinct. The Warden knows the distance and direction of any creature that is currently afraid of him. The Warden also rolls stealth at advantage.

Aura of Fear. Creatures that can see the Warden must immediately make a Wisdom save DC20 or become Frightened of it. A creature may remake the save at the end of their next turn ending the effect on a success. Creatures who pass the save become immune to the Aura for 1 minute. 

Limited Magic Immunity. The Warden cannot be affected by spells of first level or lower unless he wishes to be, he also has advantage on saving throws against spells and magical effects

Legendary Resistance (3/day). When the Warden fails a saving throw he can choose to succeed instead

Actions

Multi-attack. The Warden makes 4 attacks using Grasp of the Warden

Grasp of the Warden. Melee Weapon Attack: +13 to hit, reach 10 ft., 1 target. Hit: 18 (2d12 + 8) [Bludgeoning] damage plus 5(1d10) [Necrotic]

Vile Plume (recharge 5-6). A plume of dark energy emanates from the Warden in a 30ft radius sphere, each creature in the area must make DC19 Con save or take 21 (6d6) [Necrotic] damage and become Blinded, creatures who succeed on the save take only half damage and are not blinded. The Warden regains hit points equal to his Cha mod (7) for each creature hit.

Cry of the Keeper (recharge 5-6). The Warden lets out a Shriek and all creatures within 60ft of him that can hear it must make a DC19 Con save or take 21 (6d6) [Thunder] Damage and become deafened. On a successful save the creature takes only half damage and is not deafened.

Soul Rend. The Warden looks toward a creature who is frightened of him and sends a dark command through their being, shutting down their link to magic, the creature must make a DC20 Charisma Save or take 35 (10d6) [Psychic] damage and lose the ability to cast spells for {1d4) rounds, restoring on the Wardens turn of that round.

Call from the Void. As a bonus action, the Warden chooses a creature who is afraid of him or has attacked him in the last round, the creature must make a DC20 Charisma Saving throw or be magically teleported to the Warden, the save is made at disadvantage if the target is afraid of him.

Reactions

Spell Reflection. If the Warden makes a successful saving throw against a spell, or a spell attack misses it, the Warden can choose another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of the spectator. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.

Legendary Actions

Grasp (Costs 1 Actions). The Warden Makes a Grasp attack.

Soul Rend (Costs 2 Actions). The Warden uses his Soul Rend ability.

Symphony of Despair (Costs 3 Actions). The Warden uses his Vile Plume and Cry of the Keeper attacks simultaneously even if they have not recharged, this does consume any charges he would have remaining.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: abberation

Habitat: Underdark

Gamedrone

Comments

Posts Quoted:
Reply
Clear All Quotes