Vault Warden
The Vault Wardens are the elite gatekeepers of the Deep Elf civilization. While common guards watch the walls, Wardens watch the thresholds. It is said that when a Warden stands in a doorway, the mountain itself acknowledges their right to refuse passage.
Vault Warden
Combat
AC 20 · HP 178 · CR 12Vault Warden
Actions
Reactions
Legendary Actions
- Role
- Tank / Battlefield Controller
- Built for
- Level 10 to 12
Gear
- Resonating Plate (Armor, 5000 gp)Magic armor that hums when near ley lines.
- Z-Mark Shield (Shield, 2500 gp)A heavy tower shield that grants resistance to force damage while held.
- Vault Flail (Weapon, 1500 gp)A heavy flail that ignores half cover and three-quarters cover.
Feats
Notes for the game master
Tactics
Opening
The Warden starts by using Seal the Vault to prevent the party from escaping, then uses Recall to bring in Deep Elf guards.
Mid-fight
They use their 10ft reach with the flail to keep enemies at bay while allies use the Aura of Authority to burn down the squishiest PC.
End of the fight
If heavily wounded, the Warden positions themselves in a bottleneck (like a 5ft wide door) and takes the Dodge action while letting their legendary actions provide the offense.
Retreat
The Warden never retreats. They are bound to the location. If they fall, they explode in a small burst of magical energy, sealing the nearest door permanently.
How it fights
Who it attacks first
Works well with
How to beat it
Ways to avoid a fight
Ecology
An imposing warrior encased in thick, silvered plate armor etched with glowing cerulean runes. The helmet has a narrow horizontal slit, and their heavy tower shield is emblazoned with a jagged black 'Z' rune. They wield a massive three-headed flail that thrums with magical energy.
Behavior
Methodical and authoritative. They do not seek glory, only the absolute integrity of the corridors they guard. They communicate in short, barked commands that echo with supernatural weight.
How it lives
As high-ranking members of the Deep Elf military, Vault Wardens are chosen for their unwavering discipline. They undergo rituals to bind their lifeforce to the dungeon's architecture, allowing them to manipulate the structure itself.
Lair
Outer Transit corridors, specifically areas with multiple iron gates and choke points.
- Habitat
- Underground Fortresses, Magical Vaults, The Hall of Blades.
Signs that it is near
Tags
Lore
The Vault Wardens are the elite gatekeepers of the Deep Elf civilization. While common guards watch the walls, Wardens watch the thresholds. It is said that when a Warden stands in a doorway, the mountain itself acknowledges their right to refuse passage.
What drives it
To ensure no intruder reaches the Hall of Blades or the inner sanctums of Zot.
After the fight
Upon the Warden's death, the cerulean runes on their armor fade, and the doors they locked with Seal the Vault remain magically stuck for 24 hours unless dispelled.
“While common guards watch the walls, Wardens watch the thresholds.”
Variants
Hooks
Plot hooks
How to use it
Treasure
Media
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