The Showman Warden

Stories tell of a master entertainer who would not be forgot. He sewed himself into his final performance. Now he performs forever, demanding an audience and capturing those who watch so they may applaud him eternally.

MediumHumanoid(Humanoid)CR 17Chaotic Evil

The Showman Warden

humanoidconstruct-mergedbosscarnivalarcane
HP255AC21SPD30 ft., Climb 20 ft.CR17 (18,000 XP)IntimidationPerformancePerceptionAthletics
STR
20
save
DEX
14
CON
20
save
INT
14
WIS
12
CHA
10
save
Magic Resistance. The Showman Warden has advantage on saving throws against spells and other magical effects.
Last Performance. Whenever the suit would be reduced to 0 hit points, the pilot may choose to have the suit explode in a 20-foot radius. Each creature in that radius must make a Dexterity saving throw, taking 45 () fire and lightning damage on a failed save, or half as much on a success. The pilot survives if the suit had at least 1 hit point before the explosion; doing so destroys the suit.
Integrated Plating. The suit is immune to poison damage and the poisoned condition. It has resistance to fire and cold. It is resistant to bludgeoning, piercing, and slashing from nonmagical attacks.
Fused Mind. The suit's pilot is a living creature grafted into the machine. While the suit exists the pilot is not separate for most effects. Powerful healing targeting the pilot directly or a successful Medicine check after the suit is disabled can attempt to free the pilot without killing them.
Power Leech. If the Showman Warden successfully grapples and restrains a creature with Hook Maw or Slam, the suit regains 10 hit points at the start of each of its turns while the creature remains restrained.
Slam. The suit makes two Slam attacks. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 22 () bludgeoning damage. If the target is a creature, the suit may attempt to Grapple it (escape ).
Rocket Fist. Ranged Weapon Attack: to hit, range 60/180 ft., one target. Hit: 24 () bludgeoning damage plus 10 () fire damage. If the attack hits, the target must succeed on a Strength saving throw or be knocked prone.
Hook Maw. Melee Weapon Attack: to hit, reach 10 ft., one creature grappled by the suit. Hit: 27 () piercing damage and the target is restrained and pierced by a jagged hook. A creature restrained this way can use an action to make a Strength check, escaping on a success. If the target dies while restrained, the suit siphons 10 hit points to itself.
Radioactive Lullaby. The suit emits a 30-foot cone of grinding static and whispering voices. Each creature in the area must make a Wisdom saving throw. On a failed save a creature takes 36 () psychic damage and is frightened for 1 minute. On a successful save a creature takes half as much damage and is not frightened. A frightened creature can repeat the save at the end of each of its turns, ending the effect on itself on a success.
Servo Burst. The suit focuses its internal motors into a vicious burst. All creatures within 10 feet of the suit must succeed on a Dexterity saving throw or take 28 () slashing damage and be pushed 10 feet away and knocked prone. On a successful save they take half damage and are not pushed or knocked prone.
Reactive Plating. Reactive Plating. When hit by a melee attack the suit can impose disadvantage on the attack roll. If the attack still hits, the attacker takes 7 () piercing damage from retracting spikes.
Quick Servo. The suit makes one Slam attack or moves up to half its speed without provoking opportunity attacks.
Overload Pulse (Costs 2 Actions). Overload Pulse. The suit emits a 10-foot-radius pulse. Each creature in the area must make a Constitution saving throw or take 14 () lightning damage and gain one level of exhaustion. On a success the creature takes half damage and no exhaustion.
Command Hook (Costs 3 Actions). Command Hook. The suit attempts to automatically grapple any creature within 10 feet; that creature makes a Strength saving throw. On a failure it is restrained and takes 15 () piercing damage.
Cantrips
Innate Dissonant ChordsEnchantment and Illusion The suit can innately cast the following spells, using Charisma as its spellcasting ability (spell save DC 18, +10 to hit with spell attacks). At will: Vicious Mockery (as a whisper that deals psychic damage equal to 4d6 and imposes disadvantage on next attack), detect thoughts. 3/day each: Hold Person, Fear. 1/day each: Dominate Person (concentration), Wall of Force.
Visual sheet

Turn The Showman Warden into a sheet

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

Gallery

No images yet. Click to add.

Relationships