The Warden
- Hit points · HP
- 96
- Armour class · AC
- 17
- Level
- 9
- Strength
- 14+2
- Dexterity
- 18+4
- Constitution
- 15+2
- Intelligence
- 9-1
- Wisdom
- 16+3
- Charisma
- 14+2
Attacks and skills 13
Ensnaring Strike (Ranged)
Level 1 spell
Your attack summons thorny vines that possibly
Ensnare your target.
Action
concentration
Hail of Thorns
Level 1 spell
The thorns deal [1] to the target and then explode. The explosion deals an additional 1d10 Piercing damage to the target and surrounding creatures.
18m
Dexterity saving throw
ActionLevel 1 spell slotBonus Action
Possible damage types
Piercing
Lightning Arrow
Level 3 spell
After the arrow hits, smaller bolts snake out from the target toward nearby creatures.
Dexterity saving throw
ActionLevel 3 spell slot
Possible damage types
Lightning
Ranged Attack
Make a ranged attack with your equipped weapon.
Action
Piercing Shot
Deal regular damage and possibly inflict
Gaping Wounds, which cause extra damage on attacks.
Action
Rush Attack
Charge forward and attack the first enemy in your way, possibly pushing them
Off Balance.
9m
Action
Possible damage types
Piercing
Infernal Legacy: Hellish Rebuke
Level 2 spell
React to your next attacker with flames that deal 3d10 Fire damage.
Brace (Ranged)
Spend 6m of your
movement speed. For the rest of your turn, roll ranged damage twice and use the highest result.
movement speed. For the rest of your turn, roll ranged damage twice and use the highest result.
Movement Speed 6
Ensnaring Strike (Melee)
Level 1 spell
Your attack summons thorny vines that possibly
Ensnare your target.
Action
concentration
Enhance Leap
Level 1 spell
Triple a creature's jumping distance.
1.5m
ActionLevel 1 spell slot
Main Hand Attack
Make a melee attack with your equipped weapon.
Action
Pommel Strike
Make a non-lethal attack against an enemy and possibly
Daze them.
Bonus Action
Possible damage types
Bludgeoning
Lacerate
Slash at your target's vital points to make it
Bleed.
Action
Traits 11
Opportunity Attack
Automatically attack an enemy moving out of your reach.
Darkvision
You can see in the dark up to 12m.
Extra Attack
Can make an additional free attack after making an unarmed or weapon attack. If you gain the Extra Attack feature from more than one class, they don't add together.
Archery
You gain a +2 bonus to ranged weapon attacks.
Land's Stride: Difficult Terrain
You have become an expert at moving through the wilderness.
Difficult Terrain no longer slows you down.
Land's Stride: Plants
You have become an expert at moving through the wilderness.
Plant-based surfaces with thorns, spines, or similar hazards no longer harm you.
Plant-based surfaces with thorns, spines, or similar hazards no longer harm you.
Mobile: Evade Opportunity Attack
If you move after making a melee attack, you don't provoke Opportunity Attacks from your target.
Mobile: Evade Difficult Terrain
When you
Dash,
Difficult Terrain doesn't slow you down.
Mobile
Your
movement speed increases by 3m.
movement speed increases by 3m.Hellish Resistance
You have resistance to Fire damage, taking only half damage from it.
Darkness Rules
No game description available.
Statistics and references
Parentheses show changes from Balanced. HP applies initial and difficulty effects to the game base value; combat scripts and conditional effects can change it.