Coastal Warden

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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.

Coastal Warden

Monster Level: 6
Huge. Plant Monstrosity
STR DEX END AWR INT CHA
3 1 3 3 -3 -2
Ref: 11 Fort: 13 Ant: 13 Log: 7 Will: 8
Armor Rating 14 Resist Physical 2 Immune Psychic
Hit Points 60 DR 3/Cold
Speed 30 ft, Swim 40 ft Senses Low-Light Vision 60 ft
Traits Immutable, Immovable
Features
Primal Origin. The Coastal Warden has TA on attacks against Occult and Psionic creatures, and TD against Arcane and Divine creatures.

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

Coral Growths. When the Coastal Warden is motionless and at least half submerged in water, it is indistinguishable from coral, rocks with barnacles, and similar coastal formations.

Actions

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

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

Slam. Reach 10 ft Natural Weapon. +3 vs AR. Hit: 6 (1d6+3) blunt, and make a secondary attack: +3 vs FORT. Hit: The target falls Prone.

Wave (Recharge 5). The Coastal Warden must be at least half submerged in water to make this attack. 20 ft Cone Natural Weapon. +3 vs FORT of each creature in the cone. Hit: 7 (2d6) blunt, and the target falls Prone. Miss: 1⁄2 damage, and the target does not fall Prone.

Reactions
Exploit (1/Turn). The Coastal Warden can Exploit if circumstances allow. If it hits, the creature falls Prone.