Primal Warden (5e Creature)
Primal Warden[edit]
Medium humanoid (any race), any alignment Armor Class 15 (hide armor, shield)
Saving Throws Str +5, Con +5 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 ACTIONSMultiattack. The warden makes two attacks: one 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 ACTIONSAspect of Nature (Recharges after a Short or Long Rest. The warden takes 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:
REACTIONSRooted Body. When the warden is subjected to an effect that would move it, knock it prone, or both, it is neither moved nor 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. |
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