Kaerith Stormscale's Trial Warden - AI-generated fantasy Monster

Kaerith Stormscale's Trial Warden

Kaerith Stormscale did not trust ordinary soldiers to hold Night's Gate, so each trial warden is inducted through a storm oath that binds reflex, discipline, and aggression into one purpose. They are said to be chosen from the most stoic recruits, then remade through repeated exposure to charged rites and draconic command magic. To pass them is to prove skill. To fail them is to become part of the gate's warning.

Mediumhumanoid(draconic, construct-bound soldier)CR CR 7Lawful Neutral

Kaerith Stormscale's Trial Warden

guardiansoldierlightningdraconicboss-minion
HP136AC18SPDWalk 30 ft., Hover 10 ft. when standing on a charged storm platformCRCR 7AthleticsPerceptionIntimidation
STR
18
DEX
12
save
CON
16
save
INT
10
WIS
12
save
CHA
14
Storm Discipline. The warden has advantage on saving throws against being paralyzed or stunned.
Shield Wall Formation. While within 10 feet of at least one other trial warden, the warden gains a bonus to AC and resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
Charged Presence. A creature that starts its turn within 5 feet of the warden and is wearing metal armor takes 3 () lightning damage.
Marshal of the Gate. The warden ignores difficult terrain created by rain, mud, or shallow water.
Multiattack. The warden makes two Storm Halberd attacks.
Storm Halberd. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 11 () slashing damage plus 4 () lightning damage.
Gatebrand Bolt. Ranged Spell Attack: to hit, range 60 ft., one target. Hit: 13 () lightning damage, and the target cannot take reactions until the start of its next turn.
Thunderlock Surge. The wardens slam their shields and crackle with storm sigils. Each creature of the wardens choice within 15 feet must make a Dexterity saving throw, taking 14 () lightning damage on a failed save, or half as much damage on a successful one. A creature that fails also cannot benefit from reactions until the end of its next turn.
Shield Turn. When a creature the warden can see hits it with a melee attack, the warden adds 2 to its AC against that attack, possibly causing the attack to miss.
Advance. The warden moves up to half its speed without provoking opportunity attacks.
Halberd Strike (Costs 2 Actions). The warden makes one Storm Halberd attack.
Trial Denial (Costs 2 Actions). One creature the warden can see within 60 feet must succeed on a Wisdom saving throw or be unable to take reactions until the end of its next turn.
1st level
ThunderwaveEvocation The wardens can cast thunderwave once per day as a disciplined burst of shock and force.
Witch BoltEvocation The wardens can cast witch bolt once per day through their storm crystals.
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