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Warden

Warden Large Construct, Neutral 0 xp

  • Armor class 16
  • Hit points 95
  • Speed fly 30 ft. (hover)
  • STR 12 (+1)
  • DEX 16 (+3)
  • CON 18 (+4)
  • INT 10 (0)
  • WIS 14 (+2)
  • CHA 8 (-1)

Save Throws: Dexterity +8, Con +10, Wis + 8

Skills: Insight +8, Perception +8, Stealth + 8

Condition Immunities: Charmed, frightened, paralyzed, poisoned, unconcious

Senses: Blindsight 30 ft. (blind outside this radius)

Languages: understands common but doesn't speak

Challenge: (0 xp)

Simulate Chaos (Recharge 4-6). The Warden makes natural terrain in a 150-foot cube in range look, sound, smell and feel like some sort of natural terrain. As a bonus action, the Warden can take the hide action to blend in with its current terrain. While successfully hidden, the Warden's attacks count as critical hits.
Roll 1d4 to determine the current terrain:
1: Lightning Storm
2. Scorching Desert
3. Frozen Tundra
4. Fetid Swampland.

The terrain disappears if the Warden receives 20 or more damage in a single turn.

Actions

Multiattack. The Warden makes two Chaos Bolt attacks

Chaos Bolt. Ranged Spell Attack, +8 to hit, range 120 ft., one target. Hit: 2d8 +1d6 damage. Choose one of the d8s. The number rolled on that die determines the attacks damage type.

Ejecta. Each creature within 5 feet of the Warden must make a DC 16 Dexterity saving throw as it makes a jet-powered leap into the air to a point within 15 feet. On a failed saving throw the creature takes 3d6 fire damage and is knocked prone.