Cave Warden: Difference between revisions

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(Created page with "[Back to creatures] __NOTOC__ Info {| class="creature" |+ ! colspan="6" | === Name === |- | colspan="6" |''Monster Level:'' |- | colspan="6" |''Size. Type'' |- !'''STR''' !DEX !END !AWR !INT !CHA |- !0 !0 !0 !0 !0 !0 |- | !Ref: 10 !Fort: 10 !Ant: 10 !Log: 10 !Will: 10 |- | colspan="6" | |- | colspan="3" | | colspan="3" |'''Resist''' Info |- | colspan="3" |'''Armor Rating''' 10 | colspan="3" |'''Vulnerable''' Info |- | colspan="3" |'''Hit Points'...")
 
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__NOTOC__
__NOTOC__


Info
Each natural environment needs a guardian, and the mystic wardens fill this role. Amalgamations of plant and mineral matter in the shape of large beasts native to their environment, wardens would be apex predators if they needed to hunt or eat. Instead, they are stoic guardians of the natural state of things in their respective habitats, protecting the fragile balance of their ecosystem from foreign threats.


When envisioning a warden, think of the flora and fauna natural to a region. A forest warden might look like a grizzly bear made out of oak bark and lichen, while a desert warden could resemble prickly pears joined together into the shape of a [[giant]] cobra.
Wardens that dwell in mountains can be represented by any other environment’s warden: a forested mountain might have a forest warden, and a rocky mountain’s warden might have the stats of a cave warden.
Many wardens, especially those in wooded environments, form friendships with small faerie lights called will o’ the wisps. Wardens will quietly assess adventurers to determine whether they pose a threat to their habitat. If the warden believes the heroes not to be a threat, they might send will o’ the wisps to [[guide]] the heroes. If the adventurers are deemed threatening, then the wisps might lure them into the warden’s clutches.
{| class="creature"
{| class="creature"
|+
|+
! colspan="6" |
! colspan="6" |
=== Name ===
=== Cave Warden ===
|-
|-
| colspan="6" |''Monster Level:''
| colspan="6" |''Monster Level: 8''
|-
|-
| colspan="6" |''Size. Type''
| colspan="6" |''Huge. Plant Monstrosity''
|-
|-
!'''STR'''
!'''STR'''
Line 21: Line 26:
!CHA
!CHA
|-
|-
!2
!0
!0
!0
!5
!0
!3
!0
!-3
!0
!-2
!0
|-
|-
|
|
!Ref: 10
!Ref: 10
!Fort: 10
!Fort: 15
!Ant: 10
!Ant: 13
!Log: 10
!Log: 7
!Will: 10
!Will: 8
|-
|-
| colspan="6" |
| colspan="6" |
|-
|-
| colspan="3" |
| colspan="3" |
| colspan="3" |'''Resist''' Info
| colspan="3" |
|-
|-
| colspan="3" |'''[[Armor]] Rating''' 10
| colspan="3" |'''[[Armor]] Rating''' 15
| colspan="3" |'''Vulnerable''' Info
| colspan="3" |'''Resist''' Physical 5 '''Immune''' Psychic
|-
|-
| colspan="3" |'''Hit Points''' 10
| colspan="3" |'''Hit Points''' 80
| colspan="3" |'''Immune''' Info
| colspan="3" |'''Senses''' Darkvision 120 ft, Tremorsense 120 ft
|-
|-
| colspan="3" |'''Speed''' 30ft
| colspan="3" |'''Speed''' 30 ft
| colspan="3" |'''Senses''' Info
| colspan="3" |'''Traits''' Immutable, Immovable
|-
|-
| colspan="3" |'''[[Skills]]''' Info
| colspan="3" |
| colspan="3" |'''Traits''' Info
| colspan="3" |
|-
|-
! colspan="6" |Features
! colspan="6" |Features
|-
|-
| colspan="6" |'''Feature.''' Info
| colspan="6" |'''[[Primal]] Origin.''' The Cave Warden has TA on attacks against [[Occult]] and [[Psionic]] creatures, and TD against [[Arcane]] and [[Divine]] creatures.
'''Fungal Matter.''' When the Cave Warden starts its turn in dim light or [[darkness]], it deals 5 (2d4) additional necrotic [[damage]] on all its attacks.
 
'''Ambush Predator.''' The Cave Warden gains +8 on its [[Initiative]] rolls. If it hits a creature that has not yet acted in [[combat]], the hit counts as a crit.
 
'''Tunneler.''' The Cave Warden can burrow at 1⁄2 its normal speed. When it does so, it leaves a tunnel in its wake that any Large or smaller creature can navigate without squeezing.
|-
|-
! colspan="6" |[[Actions]]
! colspan="6" |[[Actions]]
|-
|-
| colspan="6" |
| colspan="6" |
==== ''The MONSTER can take FOUR of the following actions, or take the same action '''four times.''''' ====
==== ''The Cave Warden can take TWO of the following actions, or take the same action '''twice.''''' ====
|-
|-
| colspan="6" |'''Feature.''' Info
| colspan="6" |'''Move.''' The Cave Warden can move up to its speed.
'''Slam.''' ''Reach 10 ft Natural Weapon.'' +2 vs AR. '''Hit:''' 5 (1d6+2) blunt, and the creature falls Prone.
|-
|-
| colspan="6" |
! colspan="6" |
==== '''''OR''' the MONSTER can take '''TWO''' of the following actions, or take the same action '''twice...''''' ====
|-
| colspan="6" |'''Feature.''' Info
|-
|-
| colspan="6" |
| colspan="6" |
==== '''''...AND''' take '''ONE''' of the following actions.''====
==== '''''OR''' the Cave Warden can take '''ONE''' of the following actions'''...''''' ====
|-
|-
| colspan="6" |'''Feature.''' Info
| colspan="6" |'''Move.''' The Cave Warden can move up to its speed.
'''Slam.''' ''Reach 10 ft Natural Weapon.'' +2 vs AR. '''Hit:''' 5 (1d6+2) blunt, and the creature falls Prone.
|-
|-
| colspan="6" |
| colspan="6" |
==== ''OR the MONSTER can take TWO of the following actions, or take the same action twice.''====
==== '''''...AND''' take the following action.''====
|-
|-
| colspan="6" |'''Feature.''' Info
| colspan="6" |'''Shockwave.''' ''15 ft Radius Natural Weapon''. +2 vs FORT of all creatures in the radius. '''Hit''': 7 (2d6) blunt, and the creature falls Prone.
|-
|-
! colspan="6" |Reactions
! colspan="6" |Reactions
|-
|-
| colspan="6" |'''Feature.''' Info
| colspan="6" |'''Interpose (1/Round)'''. If a creature within 10 ft of the Cave Warden takes damage, the Cave Warden may take the damage instead.
'''Exploit (1/Turn).''' The Cave Warden can [[Actions#Advanced Maneuvers|Exploit]]. If it hits, the creature falls Prone.
|}
|}
=== Features ===
'''Features.''' Info
=== Actions ===
'''Features.''' Info
=== Reactions ===
'''Features.''' Info

Latest revision as of 17:36, 27 April 2024

[Back to creatures]


Each natural environment needs a guardian, and the mystic wardens fill this role. Amalgamations of plant and mineral matter in the shape of large beasts native to their environment, wardens would be apex predators if they needed to hunt or eat. Instead, they are stoic guardians of the natural state of things in their respective habitats, protecting the fragile balance of their ecosystem from foreign threats.

When envisioning a warden, think of the flora and fauna natural to a region. A forest warden might look like a grizzly bear made out of oak bark and lichen, while a desert warden could resemble prickly pears joined together into the shape of a giant cobra.

Wardens that dwell in mountains can be represented by any other environment’s warden: a forested mountain might have a forest warden, and a rocky mountain’s warden might have the stats of a cave warden.

Many wardens, especially those in wooded environments, form friendships with small faerie lights called will o’ the wisps. Wardens will quietly assess adventurers to determine whether they pose a threat to their habitat. If the warden believes the heroes not to be a threat, they might send will o’ the wisps to guide the heroes. If the adventurers are deemed threatening, then the wisps might lure them into the warden’s clutches.

Cave Warden

Monster Level: 8
Huge. Plant Monstrosity
STR DEX END AWR INT CHA
2 0 5 3 -3 -2
Ref: 10 Fort: 15 Ant: 13 Log: 7 Will: 8
Armor Rating 15 Resist Physical 5 Immune Psychic
Hit Points 80 Senses Darkvision 120 ft, Tremorsense 120 ft
Speed 30 ft Traits Immutable, Immovable
Features
Primal Origin. The Cave Warden has TA on attacks against Occult and Psionic creatures, and TD against Arcane and Divine creatures.

Fungal Matter. When the Cave Warden starts its turn in dim light or darkness, it deals 5 (2d4) additional necrotic damage on all its attacks.

Ambush Predator. The Cave Warden gains +8 on its Initiative rolls. If it hits a creature that has not yet acted in combat, the hit counts as a crit.

Tunneler. The Cave Warden can burrow at 1⁄2 its normal speed. When it does so, it leaves a tunnel in its wake that any Large or smaller creature can navigate without squeezing.

Actions

The Cave Warden can take TWO of the following actions, or take the same action twice.

Move. The Cave Warden can move up to its speed.

Slam. Reach 10 ft Natural Weapon. +2 vs AR. Hit: 5 (1d6+2) blunt, and the creature falls Prone.

OR the Cave Warden can take ONE of the following actions...

Move. The Cave Warden can move up to its speed.

Slam. Reach 10 ft Natural Weapon. +2 vs AR. Hit: 5 (1d6+2) blunt, and the creature falls Prone.

...AND take the following action.

Shockwave. 15 ft Radius Natural Weapon. +2 vs FORT of all creatures in the radius. Hit: 7 (2d6) blunt, and the creature falls Prone.
Reactions
Interpose (1/Round). If a creature within 10 ft of the Cave Warden takes damage, the Cave Warden may take the damage instead.

Exploit (1/Turn). The Cave Warden can Exploit. If it hits, the creature falls Prone.