Tundra Warden: Difference between revisions

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| colspan="3" |'''Resist''' Info
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| colspan="3" |'''[[Armor]] Rating''' 10
| colspan="3" |'''[[Armor]] Rating''' 13
| colspan="3" |'''Vulnerable''' Info
| colspan="3" |'''Immune''' Cold, Psychic
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| colspan="3" |'''Hit Points''' 10
| colspan="3" |'''Hit Points''' 45
| colspan="3" |'''Immune''' Info
| colspan="3" |'''DR''' 5/Fire
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| colspan="3" |'''Speed''' 30ft
| colspan="3" |'''Speed''' 40 ft
| colspan="3" |'''Senses''' Info
| colspan="3" |'''Senses''' Darkvision 30 ft
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| colspan="3" |'''[[Skills]]''' Info
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| colspan="3" |'''Traits''' Info
| colspan="3" |'''Traits''' Immutable, Immovable
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! colspan="6" |Features
! colspan="6" |Features
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| colspan="6" |'''Feature.''' Info
| colspan="6" |'''[[Primal]] Origin'''. The Tundra Warden has TA on attacks against [[Occult]] and [[Psionic]] creatures, and TD against [[Arcane]] and [[Divine]] creatures.
'''Naturally Adapted'''. The Tundra Warden is immune to Fatigue from cold [[weather]].
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! colspan="6" |[[Actions]]
! colspan="6" |[[Actions]]
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==== ''The MONSTER can take FOUR of the following actions, or take the same action '''four times.''''' ====
==== ''The Tundra Warden can take TWO of the following actions, or take the same action '''twice.''''' ====
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| colspan="6" |'''Feature.''' Info
| colspan="6" |'''Move.''' The Warden can move up to its speed.
'''Icicle.''' ''Reach 15 ft Natural Weapon''. +3 vs AR. '''Hit:''' 5 (1d4+3) sharp and 2 (1d4) cold.
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==== '''''OR''' the MONSTER can take '''TWO''' of the following actions, or take the same action '''twice...''''' ====
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| colspan="6" |'''Feature.''' Info
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==== '''''...AND''' take '''ONE''' of the following actions.''====
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| colspan="6" |'''Feature.''' Info
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| colspan="6" |
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==== ''OR the MONSTER can take TWO of the following actions, or take the same action twice.''====
==== '''''OR''' the Tundra Warden can take the following action.'' ====
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| colspan="6" |'''Feature.''' Info
| colspan="6" |'''Cold Cone (Recharge 5)'''. ''30 ft Cone Natural Weapon''. +3 vs FORT of each creature in the cone. '''Hit:''' 10 (4d4) cold and the creature is Slowed until the end of its next turn. '''Miss''': 1⁄2 [[damage]] and the creature is not Slowed.
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! colspan="6" |Reactions
! colspan="6" |Reactions
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| colspan="6" |'''Feature.''' Info
| colspan="6" |'''Exploit (1/Round).''' The Warden can [[Actions#Advanced Maneuvers|Exploit]].
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=== Features ===
'''Features.''' Info
=== Actions ===
'''Features.''' Info
=== Reactions ===
'''Features.''' Info

Latest revision as of 04:39, 3 May 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.

Tundra Warden

Monster Level: 6
Huge. Plant Monstrosity
STR DEX END AWR INT CHA
3 0 3 3 -3 -2
Ref: 10 Fort: 13 Ant: 13 Log: 7 Will: 8
Armor Rating 13 Immune Cold, Psychic
Hit Points 45 DR 5/Fire
Speed 40 ft Senses Darkvision 30 ft
Traits Immutable, Immovable
Features
Primal Origin. The Tundra Warden has TA on attacks against Occult and Psionic creatures, and TD against Arcane and Divine creatures.

Naturally Adapted. The Tundra Warden is immune to Fatigue from cold weather.

Actions

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

Move. The Warden can move up to its speed.

Icicle. Reach 15 ft Natural Weapon. +3 vs AR. Hit: 5 (1d4+3) sharp and 2 (1d4) cold.

OR the Tundra Warden can take the following action.

Cold Cone (Recharge 5). 30 ft Cone Natural Weapon. +3 vs FORT of each creature in the cone. Hit: 10 (4d4) cold and the creature is Slowed until the end of its next turn. Miss: 1⁄2 damage and the creature is not Slowed.
Reactions
Exploit (1/Round). The Warden can Exploit.