Betweenfold Warden - AI-generated fantasy Monster

Betweenfold Warden

Tales speak of courtly armigers who stand at crossways and never blink. Those who seek forbidden passage talk of a cold, impartial judge that measures intent rather than guilt. Old ritual notes say a Warden can be bargained with through offerings of tightly woven vows.

MediumConstruct(Construct / Extraplanar)CR 5Lawful Neutral

Betweenfold Warden

planarconstructarmoredcontrollerextraplanar guardian
HP93AC18SPD30 ft., Phase Shift 30 ft. (special movement described in Traits)CR5PerceptionArcanaAthleticsInsight
STR
18
save
DEX
12
CON
16
save
INT
14
save
WIS
15
save
CHA
12
Betweenfold Aura. At the start of the Warden's turn, the armor leaks a pulse of cosmic energy. Each creature of the Warden's choice within 10 feet must succeed on a Wisdom saving throw or be partially phased: it is incapacitated until the end of its next turn and takes 7 () psychic damage. A creature that succeeds is immune to this effect for 24 hours.
Seamborne Resilience. The Betweenfold Armor blends the edge of planes. The Warden has advantage on saving throws against spells and effects that would teleport it or force it into another plane. In addition, if it would be targeted by a banishment effect, it can use its reaction to make a Constitution saving throw; on a success the effect targets a random creature within 30 feet instead.
Phase Shift. The Warden can move through rifts and seams. As a bonus action, the Warden may spend one use of Phase Shift to teleport to any unoccupied space it can see within 30 feet that is adjacent to a visible seam, or to a point it has previously occupied in the last minute that was within a seam. The Warden has 2 uses of Phase Shift and regains both on a long rest.
Warden's Mandate. The Warden is immune to being surprised. If it is reduced to 0 hit points, its armor becomes inert but may remain a locus for planar instability.
Multiattack. The Warden makes two melee attacks, or one melee attack and uses Reality Rend.
Greatsword of Thresholds. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 12 () slashing damage plus 7 () radiant damage as cosmic light rends the target's shadow. If the target is a creature, it must succeed on a Constitution saving throw or its speed is reduced to 0 until the end of its next turn as part of its tether to other realities is momentarily severed.
Reality Rend. Ranged Spell Attack: to hit, range 60 ft., one target. Hit: 22 () psychic damage and 7 () force damage. On a hit, the target is pulled 10 feet toward an ephemeral rift centered on the Warden and must succeed on a Wisdom saving throw or be phased into the space between realities for 1 round. While phased, the creature is incapacitated, cannot be targeted by attacks from normal reality, and takes 9 () psychic damage at the start of its turn. A successful Wisdom save ends the phasing early.
Latch of the Threshold. The Warden reaches out and attempts to snare a creature caught in a seam between worlds. Melee Spell Attack: to hit, reach 10 ft., one target. Hit: 10 () bludgeoning damage and the target is restrained by shimmering chains of void for 1 minute. The restrained creature can repeat the Strength or Dexterity saving throw at the end of each of its turns, ending the effect on a success. Only one creature can be held by Latch of the Threshold at a time.
Seam's Deflection. If a creature the Warden can see within 30 feet makes a ranged attack, the Warden can create a shimmer of displacement as a reaction. The attack is made with disadvantage and the attacker must succeed on a Wisdom save or have its attack redirected to an adjacent target of the Warden's choice if one is available.
Cantrips
Innate Betweenfold MagicDivination and Abjuration The Warden can innately cast these spells, requiring no material components. Charisma is not used; the spell save DC is 13 and spell attack modifier is +5. At will: detect magic, spare the dying (as ritual). 3/day each: misty step, dispel magic. 1/day each: banishment (only against a single creature), sending (to attempt to return a phased creature to its home plane).
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