Gardon Ironhide, Warpriest of the Good Fiend (5e Creature)

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Gardon Warpriest[edit]

Large fiend (gardon), lawful good


Armor Class 21 (natural armor)
Hit Points 126 (12d10 + 60)
Speed 40 ft., fly 20 ft.


STR DEX CON INT WIS CHA
17 (+3) 20 (+5) 20 (+5) 10 (+0) 18 (+4) 22 (+6)

Saving Throws Dexterity +9, Constitution +9
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses passive Perception 14 darkvision 120 feet
Languages Common, Infernal, Telepathy 60 feet
Challenge 9 (5,000 XP)


Magic Resistance. The Gardon legionary has advantage on saving throws against spells and other magical effects.

Magic Weapons. The Gardon legionary's weapon attacks are magical.

Innate Spellcasting. The Gardon Warpriest's spellcasting ability is Charisma (spell save DC 19). The pit fiend can innately cast the following spells, requiring no material components: At will: command, burning hands 1/day each: suggestion, mass healing word

Devil's Sight. Magical darkness doesn't impede the Gardon legionary's darkvision.

ACTIONS

Multiattack. The gardon makes three melee attacks.

Mace. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage + 10 (3d6) fire damage


A pit fiend was summoned by an evil gnomish wizard to do his bidding, but the spell went wrong and they switched forms. The pit fiend tried to get his proper form back by studying magic, after many years the pit fiend became an archmage and took his own form back bringing his skill as a wizard into his new form. However, during his time as a gnome he grew to care for humanoids, slowly becoming good and using his power to create the gardon race.


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