Spectral Warden - AI-generated fantasy Monster

Spectral Warden

The Spectral Warden was once the commander of the outer ring, ordered to hold the line until reinforcements arrived. The reinforcements never came, and the commander eventually ordered the surviving soldiers to seal themselves inside the walls. Death did not end the command. The Warden now possesses defenders, reenacts the final siege, and regards all living trespassers as deserters.

MediumUndeadCR Challenge Rating 4Lawful Evil

Spectral Warden

UndeadGhostIncorporealPossessorFortress GuardianControllerBoss
HP78AC+6SPDFly 40 ft. (hover), Can move through creatures and objects as difficult terrainCR4 (1,100 XP)InsightIntimidationPerceptionStealth
STR
7
DEX
16
CON
14
INT
15
WIS
14
save
CHA
17
save
Incorporeal Movement. The Spectral 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.
Ethereal Sight. The Spectral Warden can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Undead Nature. The Spectral Warden does not need to breathe, eat, drink, or sleep.
Commander's Vigil. The Spectral Warden has advantage on saving throws against effects that turn undead. While within the outer ring, it can sense every living creature within 120 feet unless that creature is protected by an effect that blocks divination or undead senses.
Haunted Fortification. While in dim light or darkness, the Spectral Warden can take the Hide action as a bonus action if it is within 10 feet of a wall, tower, barricade, or other fortification.
Life Drain. Melee Spell Attack: to hit, reach 5 ft., one creature. Hit: 13 () necrotic damage, and the target must succeed on a Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Possession. The Spectral Warden targets one humanoid within 5 feet that it can see. The target must succeed on a Charisma saving throw or become possessed. The Spectral Warden disappears, and the target is incapacitated and loses control of its body. The Spectral Warden now controls the body but does not deprive the target of awareness. The Spectral Warden cannot be targeted by any attack, spell, or other effect, except those that turn undead, while possessing the body. It retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but does not gain access to the target's knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the Spectral Warden ends it as a bonus action, or the Spectral Warden is turned or forced out by an effect such as dispel evil and good. When the possession ends, the Spectral Warden reappears in an unoccupied space within 5 feet of the body. The target is immune to this Spectral Warden's Possession for 24 hours after succeeding on the saving throw or after the possession ends.
Commanding Haunt. The Spectral Warden emits a pulse of ghostly command. Each creature of its choice within 15 feet must make a Wisdom saving throw. On a failure, a creature is frightened until the end of the Spectral Warden's next turn and must use its reaction, if available, to move up to half its speed in a direction chosen by the Spectral Warden. On a success, the creature is immune to this Spectral Warden's Commanding Haunt for 24 hours.
Ring of Dread. The Spectral Warden chooses a point it can see within 60 feet. Each creature in a 10-foot-radius sphere centered on that point must make a Wisdom saving throw. On a failure, a creature takes 10 () psychic damage and cannot take reactions until the start of the Spectral Warden's next turn. On a success, it takes half damage.
Fade Beyond the Veil. The Spectral Warden becomes invisible until the end of its next turn or until it attacks, uses Life Drain, uses Possession, or enters a creature's space. While invisible, it can move through creatures and objects without taking damage for ending its turn inside one.
Countermand. When a creature the Spectral Warden can see within 30 feet is hit by an attack, the Warden moves up to half its flying speed without provoking opportunity attacks. If it ends this movement within 5 feet of the attacker, the attacker must succeed on a Wisdom saving throw or become frightened until the end of its next turn.
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