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.
The Warden's Echo
Combat
AC 18 · HP 104 · CR 6The Warden's Echo
Actions
Reactions
Legendary Actions
- 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
Notes for the game master
Tactics
Opening
Uses Spectral Shackles on the most mobile party member while closing the distance to the casters.
Mid-fight
Focuses on marking targets as 'Felons' to maximize the damage of Iron Verdict.
End of the fight
Uses Cell Lock to separate the party, forcing them to waste actions breaking each other out.
Retreat
The Warden cannot retreat; it fights until the armor is reduced to scrap metal.
How it fights
Who it attacks first
Works well with
How to beat it
Ways to avoid a fight
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
Tags
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
Hooks
Plot hooks
How to use it
Treasure
Media
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