Academy Warden | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Academy Warden

Medium humanoid, any
Armor Class: 18
Hit Points: 73 (6d10+36) 6d10+36
Speed: 30 ft

STR

14 +2

DEX

13 +1

CON

16 +3

INT

14 +2

WIS

12 +1

CHA

8 -1

Saving Throws: (Str +4)[Roll:1d20+5], (Con +6)[Roll:1d20+6], (Wis +4)[Roll:1d20+4]
Skills: (Arcana +5) 1d20+5 , (Athletics +5) 1d20+5 , (Insight +4) 1d20+4 , (Perception +4) 1d20+4
Senses: passive Perception 14
Languages: Common, Elvish

Wardens have a spell attack modifier of (+5) 1d20+5 and a spell save DC of 13  

  • Cantrips: Message, Booming Blade
  • 1st Level (3/day): Alarm, Shield, Protection from Evil and Good, Faerie Fire


Warden's Resolve: Whenever the Academy Warden's hit points drop below 50% (36), the Warden gains resistance to bludgeoning, piercing and slashing damage.   Bookmark: Any creature that is marked by an Academy Warden subtracts 1d4 from its saving throws against the Warden's spells.   Warden's Grasp (Bonus Action): Until the beginning of the Academy Warden's next turn, the Warden cannot move, and each Large or smaller creature of the Warden's choice within 5ft can't willingly move away from the Warden unless they first take the Disengage action.   Warden's Mark (Bonus Action): The Warden marks a creature they can see within 30ft. While a marked creature is within 5ft of the Warden, the creature has disadvantage on any attack roll that doesn't target the Warden. This lasts for 1 minute, or until the Warden marks another creature, becomes incapacitated, or dies.   Ensnaring Mark (1/Rest): As Warden's Mark, but the target is also teleported to an unoccupied space within 5ft of the Warden.

Actions

Multiattack: The Academy Warden makes two weapon attacks.   Flail: Melee Weapon (Attack +5) 1d20+5 , Reach 5ft, One target. Hit: (1d8+2) 1d8+2 Bludgeoning damage.   Longbow: Ranged Weapon (Attack +4) 1d20+4 , Range 150/600, one target. Hit: (1d8+1) 1d8+1 piercing damage.   Font of Life (1/Rest): The Academy Warden ends one condition or disease affecting them. The condition can be blinded, charmed, deafened, frightened, paralyzed, or poisoned. The warden can use this action even if the condition would otherwise prevent it.   Horn of Silent Alarm (1/Rest): The Warden blows a horn that alerts a creature within 600ft. Nobody else hears the horn's call.

Reactions

Protection: When a creature the Warden can see attacks a target other than the Warden within 5ft of the Warden, the Warden can use their reaction to impose disadvantage on the attack roll.

Clad in half-plate and wearing a black tabard emblazoned with the Tower of War, the Wardens of Ioth Academy protect students, faculty and staff at Ioth Academy. They're trained in the arts of combat and magic, using their skills to swiftly intercept potential threats and locate hidden dangers. Wardens operate in Watches, groups of four, so if they have to split up no single Warden is ever alone.   Wardens carry the following magic items on them:
  • Horn of Silent Alarm
  • Ruby of the War Mage
  • Potion of Climbing
  • Potion of Healing
Watches often bring a Carpet of Flying with them for rapid transit through the school.

Created by

TormentedByGnomes.

Statblock Type

Monster

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