Chain Warden - AI-generated fantasy Monster

Chain Warden

The Chain Warden was built to imprison a spell known as the Ninth Binding, an incantation capable of chaining thoughts, souls, and even magical effects. When the ritual was interrupted, the spell fractured into contradictory commands. The warden now interprets every use of magic as evidence that the breach is spreading. Its chains are engraved with the names of the original ritual casters, many of whom vanished when the incantation broke.

LargeConstruct(Construct)CR Challenge Rating 5Unaligned

Chain Warden

constructguardianbruisermagical prisonritual guardianreachforced movement
HP95AC+7SPD30 ft.CR5 (1,800 XP)AthleticsPerception
STR
18
save
DEX
12
CON
18
save
INT
6
WIS
10
save
CHA
4
Immutable Form. The Chain Warden is immune to any spell or effect that would alter its form.
Magic Absorption. Whenever the warden is subjected to acid, cold, fire, lightning, or thunder damage from a spell, it takes no damage and instead regains hit points equal to half the damage dealt, rounded down. If the spell deals multiple damage types, only damage of those types is absorbed. The warden cannot regain more than 20 hit points in this way per round.
Arcane Construction. The warden's weapon attacks are magical. It has advantage on saving throws against spells and other magical effects.
Anchored Frame. The warden has advantage on ability checks and saving throws made to resist being grappled, shoved, knocked prone, or moved against its will.
Multiattack. The warden makes two Chain Lash attacks.
Chain Lash. Melee Weapon Attack: to hit, reach 15 ft., one target. Hit: 11 () slashing damage. If the target is Large or smaller, the warden can pull it up to 10 feet toward itself.
Sweeping Chains. The warden whirls its hooked chains in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 18 () slashing damage on a failed save, or half as much damage on a successful one. A creature that fails the save is also knocked prone.
Binding Verdict. The warden targets one creature it can see within 30 feet. The target must succeed on a Strength saving throw or become restrained by spectral chains until the end of the warden's next turn. A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Chain Snare. When a creature the warden can see within 15 feet moves out of its reach, the warden makes one Chain Lash attack against that creature. On a hit, the target's speed becomes 0 until the end of the current turn.
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