Swamp Warden: Difference between revisions

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! colspan="6" |
! colspan="6" |
=== Name ===
=== Swamp Warden ===
|-
|-
| colspan="6" |''Monster Level:''
| colspan="6" |''Monster Level: 7''
|-
|-
| colspan="6" |''Size. Type''
| colspan="6" |''Huge. Plant Monstrosity''
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!'''STR'''
!'''STR'''
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!CHA
!CHA
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!0
!3
!0
!2
!0
!3
!0
!3
!0
!-3
!0
!-2
|-
|-
|
|
!Ref: 10
!Ref: 12
!Fort: 10
!Fort: 13
!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''' 13
| colspan="3" |'''Vulnerable''' Info
| colspan="3" |'''Resist''' Physical 4 '''Immune''' Necrotic, Psychic
|-
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| colspan="3" |'''Hit Points''' 10
| colspan="3" |'''Hit Points''' 70
| colspan="3" |'''Immune''' Info
| colspan="3" |'''DR''' 2/Cold
|-
|-
| colspan="3" |'''Speed''' 30ft
| colspan="3" |'''Speed''' 40 ft, Swim 40 ft
| colspan="3" |'''Senses''' Info
| colspan="3" |'''Senses''' Darkvision 120 ft
|-
|-
| colspan="3" |'''[[Skills]]''' Info
| colspan="3" |
| colspan="3" |'''Traits''' Info
| colspan="3" |'''Traits''' Immutable, Immovable
|-
|-
! colspan="6" |Features
! colspan="6" |Features
|-
|-
| colspan="6" |'''Feature.''' Info
| colspan="6" |'''[[Primal]] Origin.''' The Swamp Warden has TA on attacks against [[Occult]] and [[Psionic]] creatures, and TD against [[Arcane]] and [[Divine]] creatures.
'''Amphibious.''' The Swamp Warden can breathe both air and water.
 
'''Swamp Scum.''' When the Swamp Warden is motionless and at least half submerged, it is indistinguishable from swamp scum, lily pads, and moss-covered rocks typical of swampy waters.
 
'''Fungal Matter'''. When the Swamp Warden starts its turn in dim light or [[darkness]], it deals 5 (2d4) additional necrotic [[damage]] on all its attacks.
 
'''Ambush Predator.''' The Swamp 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.
|-
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! colspan="6" |[[Actions]]
! colspan="6" |[[Actions]]
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|-
| colspan="6" |
| colspan="6" |
==== ''The MONSTER can take FOUR of the following actions, or take the same action '''four times.''''' ====
==== ''The Swamp Warden can take TWO of the following actions, or take the same action '''twice.''''' ====
|-
|-
| colspan="6" |'''Feature.''' Info
| colspan="6" |'''Move.''' The Warden can move up to its speed.
|-
'''Vine Snare.''' ''Reach 15 ft Natural Weapon''. +3 vs AR. '''Hit:''' 5 (1d4+3) blunt and the creature is pulled up to 10 ft closer to the Swamp Warden.
| colspan="6" |
 
==== '''''OR''' the MONSTER can take '''TWO''' of the following actions, or take the same action '''twice...''''' ====
'''Jaws.''' ''Reach 5 ft Natural Weapon.'' +3 vs AR. '''Hit:''' 6 (1d6+3) sharp, and make a secondary attack: +3 vs FORT. '''Hit:''' The target is Grappled.
|-
| colspan="6" |'''Feature.''' Info
|-
| colspan="6" |
==== '''''...AND''' take '''ONE''' of the following actions.''====
|-
| colspan="6" |'''Feature.''' Info
|-
| colspan="6" |
==== ''OR the MONSTER can take TWO of the following actions, or take the same action twice.''====
|-
| colspan="6" |'''Feature.''' Info
|-
|-
! colspan="6" |Reactions
! colspan="6" |Reactions
|-
|-
| colspan="6" |'''Feature.''' Info
| colspan="6" |'''Exploit (1/Round).''' The Swamp Warden can [[Actions#Advanced Maneuvers|Exploit]] with its Vine Snare. If it hits, the creature is pulled up to 10 ft back to the Swamp Warden.
|}
|}
=== Features ===
'''Features.''' Info
=== Actions ===
'''Features.''' Info
=== Reactions ===
'''Features.''' Info

Latest revision as of 18:34, 28 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.

Swamp Warden

Monster Level: 7
Huge. Plant Monstrosity
STR DEX END AWR INT CHA
3 2 3 3 -3 -2
Ref: 12 Fort: 13 Ant: 13 Log: 7 Will: 8
Armor Rating 13 Resist Physical 4 Immune Necrotic, Psychic
Hit Points 70 DR 2/Cold
Speed 40 ft, Swim 40 ft Senses Darkvision 120 ft
Traits Immutable, Immovable
Features
Primal Origin. The Swamp Warden has TA on attacks against Occult and Psionic creatures, and TD against Arcane and Divine creatures.

Amphibious. The Swamp Warden can breathe both air and water.

Swamp Scum. When the Swamp Warden is motionless and at least half submerged, it is indistinguishable from swamp scum, lily pads, and moss-covered rocks typical of swampy waters.

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

Ambush Predator. The Swamp 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.

Actions

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

Move. The Warden can move up to its speed.

Vine Snare. Reach 15 ft Natural Weapon. +3 vs AR. Hit: 5 (1d4+3) blunt and the creature is pulled up to 10 ft closer to the Swamp Warden.

Jaws. Reach 5 ft Natural Weapon. +3 vs AR. Hit: 6 (1d6+3) sharp, and make a secondary attack: +3 vs FORT. Hit: The target is Grappled.

Reactions
Exploit (1/Round). The Swamp Warden can Exploit with its Vine Snare. If it hits, the creature is pulled up to 10 ft back to the Swamp Warden.