Primal Warden (5e Creature)

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Primal Warden[edit]

Medium humanoid (any race), any alignment


Armor Class 15 (hide armor, shield)
Hit Points 52 (7d8 + 21)
Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 16 (+3) 10 (+0) 14 (+2) 10 (+0)

Saving Throws Str +5, Con +5
Skills Athletics +5, Nature +2, Perception +4
Proficiency Bonus +2
Senses passive Perception 14
Languages any one language (usually Common)
Challenge 3 (700 XP)


Spellcasting. The warden is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It knows the following ranger spells:

1st level (3 slots): ensnaring strike, entangle, goodberry

ACTIONS

Multiattack. The warden makes one attack with its morningstar and one with its shield bash.

Morningstar. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 7 (1d8 + 3) bludgeoning damage.

Shield Bash. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 5 (1d4 + 3) bludgeoning damage. If the target is Large or smaller, it must succeed on a DC 13 Strength saving throw or be knocked prone.

BONUS ACTIONS

Aspect of Nature (Recharges after a Short or long rest. As a bonus action on its turn, the warden can take on a primeval, tree-like aspect. This form lasts for 1 minute or until the warden ends it early (no action required). While it is in this aspect, it gains the following benefits:

  • The warden has resistance to nonmagical bludgeoning, piercing, and slashing damage.
  • When the warden makes a melee weapon attack on its turn, its reach for that attack increases by 5 feet.
  • Whenever the warden hits a creature with an attack, it may force that creature to make a DC 12 Strength saving throw. On a failure, the target is restrained for 1 minute. A creature can repeat the saving throw as an action, ending the effect on a success. The effect also ends if the warden restrains another creature with this feature.

REACTIONS

Rooted Body. When the warden is subjected to an effect that would move it, knock it prone, or both, it may use its reaction to neither be moved or knocked prone.

Enemies of the woods may believe themselves to only be fighting trees and animals. However, the primal wardens are more than happy to remind wrongdoers of their mistakes with a smack to the head. They carry the natural magic of a ranger, but can also take on a rugged, tree-like form. In this guise, bark glazes over the warden's skin and roots sprout from the ground to restrain its enemies.

Wardens can be found fighting alongside druids and treants, using their magic to restrain troublesome enemies and pound them into the ground. A significant number also undertake the ritual to become a wood woad, ensuring they can serve their forest even in death.

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