Marshwarden Centhyr

Tales told by swampfolk describe Marshwardens as both savior and executioner: a protector who punishes those who overharvest the fen. Old fishermen leave offerings of salt and metal trinkets to avoid their ire. Some druids seek out the Marshwarden as a guardian spirit to bargain with, while necromancers look to harvest their unique lichen for foul concoctions.

MediumHumanoid(Fey-Touched Humanoid)CR Deadly (designed for a level 15 party, CR 15)Neutral

Marshwarden Centhyr

swampcontrollerfeyhumanoidresilient
HP225AC19SPD40 ft., Swim 40 ft., Can stride through difficult swamp terrain without extra movement costCR15PerceptionStealthAthleticsSurvival
STR
22
save
DEX
18
CON
20
save
INT
14
WIS
18
save
CHA
16
Amphibious and Swampborne. The Marshwarden can breathe air and water. It ignores difficult terrain created by swamps and has advantage on saving throws against being poisoned.
Fen Resilience. When the Marshwarden deals acid or necrotic damage, it regains hit points equal to half the damage dealt, up to 20 HP per round.
Vines of the Fen. As a bonus action the Marshwarden can reach into the ground and pull forth grasping roots in a 10-foot radius. Each creature there must succeed on a Dexterity save or be restrained until the end of the Marshwarden's next turn.
Mire Sense. The Marshwarden has advantage on Wisdom (Perception) checks that rely on scent or vibrations in the earth.
Multiattack. The Marshwarden makes two attacks: one with its Marsh Glaive and one with its Hoof Smash. If the hoof attack hits a creature that is Large or smaller, that target must succeed on a Strength saving throw or be knocked prone and become restrained by clinging mire until it uses an action to free itself (escape ).
Marsh Glaive. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: slashing damage plus acid damage as brackish swampwater scalds the wound.
Hoof Smash. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: bludgeoning damage. On a hit the ground near the target churns; the target must succeed on a Strength saving throw or be knocked prone and become restrained by clinging mire (escape ).
Erupting Mire. Recharge 5-6. The Marshwarden slams the ground and calls brackish vines and muck to erupt in a 30-foot cone. Each creature in that area must make a Dexterity saving throw, taking bludgeoning damage and acid damage on a failed save, or half as much on a success. On a failed save, the target is also restrained by vines for 1 minute. A restrained creature can use an action to attempt a Strength (Athletics) check against , ending the restrained condition on a success.
Brackwater Bolt. Ranged Spell Attack: to hit, range 120 ft., one target. Hit: necrotic damage and the target's speed is reduced by 30 feet until the end of the Marshwarden's next turn. Usable at will as an innate spell.
Fenward Deflection. When a creature the Marshwarden can see attacks an ally within 30 feet, the Marshwarden imposes disadvantage on that attack by whipping up obscuring fog and muck between them. Usable 3 times per day.
Trample. Trample. The Marshwarden moves up to half its speed and may make one Hoof Smash attack against a creature it passes through.
Call of the Fen (Costs 2 Actions). Call of the Fen. The Marshwarden causes a 15-foot-radius patch of ground it can see to become difficult terrain and clutching; creatures that start their turn in the area must succeed on a Strength saving throw or have their speed reduced to 0 until the end of that turn.
Swampstep (Costs 3 Actions). Swampstep. Teleport up to 30 feet to an unoccupied space in swamp terrain that is lightly obscured by mist or reeds.
Cantrips
Innate Swamp MagicTransmutation/Conjuration Innate casting, Wisdom is spellcasting ability (spell save DC 18, +10 to hit with spell attacks). The Marshwarden can cast the following spells, requiring no material components: At will: Shape Water (flavor), Thorn Whip. 3/day each: Plant Strike (create a 30-foot entangling area - reflavored entangle plus damage), Blight (cast as 4th-level). 2/day each: Conjure Woodland Beings (summons swampy fey or swamplings), Scrying (for the fen). 1/day: Mass Cure Wounds (self and summoned allies) and Freedom of Movement (self only).
3rd level
Brackwater CurseNecromancy/Enchantment Brackwater Curse: As an action, the Marshwarden can curse a 30-foot-radius area for 1 minute. Creatures entering or starting their turn in the area must make a DC 18 Constitution save or suffer disadvantage on saving throws and attacks until they leave the area. Recharge 5-6.
Visual sheet

Turn Marshwarden Centhyr into a sheet

A high-res, share-ready sheet you can post or print.

Gallery

No images yet. Click to add.

Relationships