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The Warden's Echo - AI-generated fantasy Monster

The Warden's Echo

The Warden was once a mortal man of such cruelty that the prison walls themselves absorbed his soul upon his death. He now exists as a manifestation of the concept of Imprisonment.

Medium undead · CR 6 · Unique

The Warden's Echo

A vengeful wraith bound within a rusted suit of jagged plate armor, obsessed with eternal incarceration.
AC18
HP104/104
CR6
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Combat

AC 18 · HP 104 · CR 6

The Warden's Echo

Medium undead (wraith), lawful evil
Armor Class18 (Natural Plate)
Hit Points104 (16d8 + 32)
Speed
30 ft.,
Fly 30 ft. (hover)
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsStrengthConstitutionCharisma
SkillsAthleticsPerceptionIntimidation
Damage Resistances
Acid,
Cold,
Fire,
Lightning,
Thunder,
Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities
Necrotic,
Poison
Weaknesses
Radiant
Senses
Darkvision 120 ft.,
Passive Perception 15
Languages
Common,
Infernal
Challenge6
Proficiency Bonus+3
Bound Spirit. The Warden's Echo is tethered to its armor. If the armor is destroyed, the spirit is banished. It cannot be turned while within its armor.
Incorporeal Movement. The Warden can move through other creatures and objects as if they were difficult terrain. It takes 5 () force damage if it ends its turn inside an object.
Panopticon Vision. The Warden cannot be surprised and has advantage on Wisdom (Perception) checks.

Actions

Multiattack. The Warden makes two attacks with its Key of Authority.
Key of Authority. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 11 () bludgeoning damage plus 9 () necrotic damage. The target must succeed on a Charisma saving throw or be marked as a 'Felon' for 1 minute.
Spectral Shackles. The Warden targets one creature it can see within 30 feet. Ghostly chains erupt from the ground. The target must succeed on a Strength saving throw or be Restrained. A creature can repeat the saving throw at the end of each of its turns.
Iron Verdict (Recharge 5-6). The Warden slams its mace down. Each creature within 20 feet must make a Wisdom saving throw, taking 27 () psychic damage on a failed save, or half as much on a success. Creatures marked as 'Felons' have disadvantage on this save.

Reactions

Solicit Order. When a creature moves out of the Warden's reach, the Warden can attempt to shackle them as a reaction using Spectral Shackles.

Legendary Actions

Move. The Warden moves up to its speed without provoking opportunity attacks.
Mace Attack. The Warden makes one attack with its Key of Authority.
Cell Lock (costs 2 actions). The Warden teleports one restrained creature up to 30 feet into an empty prison cell or an unoccupied space.
Role
Boss
Built for
5

Gear

  • Key of Authority (Magic Weapon, 1500 gp)A heavy iron rod that functions as a +1 mace and can lock or unlock any non-magical door in the prison.

Feats

Sentinel

Notes for the game master

Immune to Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained.

Tactics

  1. Opening

    Uses Spectral Shackles on the most mobile party member while closing the distance to the casters.

  2. Mid-fight

    Focuses on marking targets as 'Felons' to maximize the damage of Iron Verdict.

  3. End of the fight

    Uses Cell Lock to separate the party, forcing them to waste actions breaking each other out.

  4. Retreat

    The Warden cannot retreat; it fights until the armor is reduced to scrap metal.

How it fights

Uses hovering to stay above melee range if possible
Prioritizes targets wearing 'unauthorized' gear (magic items)
Uses its voice to intimidate characters into surrendering

Who it attacks first

Spellcasters (Unauthorized Magic Users)
Rogues (Escapists)
Paladins (Threats to the Grave)

Works well with

Works well with Helmed Horrors or Animated Armors acting as 'guards'.
Pairs effectively with traps like closing portcullises.

How to beat it

Radiant damage spells like Guiding Bolt
Freedom of Movement to bypass shackles
Shatter spell to damage the armor directly

Ways to avoid a fight

The Warden can be negotiated with if the party presents a 'Transfer of Custody' document or a high-quality forgery.
It will stop attacking if the party willingly enters a cell and locks the door.

Ecology

A hollow suit of black, pitted plate armor that floats inches above the ground. Sickly green light spills from the eye slits and joints. It holds a heavy iron mace that doubles as a master key and drags ghostly chains behind it.

Behavior

It moves with mechanical precision, speaking in a voice that sounds like heavy metal gates scraping together. It treats every combatant as a prisoner attempting a jailbreak.

How it lives

As an undead construct of spite, it does not eat or sleep, sustained entirely by the need to enforce a long-forgotten set of prison regulations.

Lair

The Panopticon's Central Spire, where it can view every cell simultaneously through magical mirrors.

Habitat
Prisons, dungeons, the Panopticon.

Signs that it is near

Rhythmic metallic clanging echoing through the halls
Spectral frost coating cell bars
The sudden smell of rusted iron and ozone

Tags

Spirit,
Guardian,
Armored

Lore

The Warden was once a mortal man of such cruelty that the prison walls themselves absorbed his soul upon his death. He now exists as a manifestation of the concept of Imprisonment.

What drives it

To ensure that no living soul leaves the Panopticon, effectively 'sentencing' all visitors to life-long stay in the cells.

After the fight

Upon its defeat, the armor collapses into a pile of rust. The Key of Authority remains glowing for 24 hours, allowing the party to open any door in the facility before losing its magic.

Variants

The Warden's Silence: A version that uses Silence spells instead of psychic damage.
The Executioner: A version that swaps the mace for a Greatsword and higher damage dice.

Hooks

Plot hooks

The spirit of the Warden is preventing a key witness from being released from the ghost prison.
A noble's ancestor is trapped in the Panopticon and the party must negotiate their release.

How to use it

Final boss of a low-mid level dungeon crawl.
A recurring hunter that stalks a party who 'stole' something from the prison.

Treasure

Key of Authority (Mace +1)
Set of Fine Plate Armor (once cleansed of necrotic energy)
1,200 gp in ancient platinum coinage found inside the armor's chest cavity

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