Jungle Warden
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.
Jungle Warden | |||||
|---|---|---|---|---|---|
| Monster Level: 10 | |||||
| Huge. Plant Monstrosity | |||||
| STR | DEX | END | AWR | INT | CHA |
| 4 | 3 | 3 | 4 | -3 | -2 |
| Ref: 13 | Fort: 13 | Ant: 14 | Log: 7 | Will: 8 | |
| Armor Rating 14 | Resist Physical 2 Immune Psychic | ||||
| Hit Points 100 | DR 4/Fire | ||||
| Speed 40 ft, Climb 40 ft, Swim 40 ft | Senses Darkvision 60 ft | ||||
| Traits Immutable, Immovable | |||||
| Features | |||||
| Amphibious. The Jungle Warden can breathe both air and water.
Primal Origin. The Jungle Warden has TA on attacks against Occult and Psionic creatures, and TD against Arcane and Divine creatures. Photosynthesis. The Jungle Warden has Regen 4 when it starts its turn in direct sunlight. Fungal Matter. When the Jungle Warden starts its turn in dim light or darkness, it deals 5 (2d4) additional necrotic damage on all its attacks. Tree Step. If the Jungle Warden moves and both starts and ends its movement within 5 ft of a tree, it cannot be targeted by reactive attacks as it teleports between plants. | |||||
| Actions | |||||
The Jungle Warden can take THREE of the following actions, or take the same action three times. | |||||
| Move. The Jungle Warden can move up to its speed.
Vine Snare. Reach 15 ft Natural Weapon. +4 vs AR. Hit: 6 (1d4+4) blunt and the creature is pulled up to 10 ft closer to the Jungle Warden. Poison Secretion. Reach 5 ft Natural Weapon. +4 vs FORT. Hit: 5 (2d4) poison and the creature is Sickened until the end of its next turn. | |||||
OR the Jungle Warden can MOVE and take the following action. | |||||
| Decaying Spores (Recharge 4). 15 ft Radius Natural Weapon. +4 vs FORT of all creatures in the radius. Hit: 10 (4d4) necrotic and the creature is Sickened until the end of its next turn. Miss: 1⁄2 damage and the creature is not sickened. | |||||
| Reactions | |||||
| Exploit (1/Round). The Jungle Warden can Exploit with its Vine Snare. If it hits, the creature is pulled up to 10ft back to the Jungle Warden. | |||||