Vault Warden - AI-generated fantasy Monster

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.

LargeHumanoid(Deep Elf Subspecies)CR CR 12Lawful Neutral

Vault Warden

Deep ElfGuardianWarden
HP178AC20SPD30 ft.CRCR 12AthleticsIntimidationPerception
STR
20
save
DEX
10
CON
20
save
INT
14
WIS
16
save
CHA
18
Magic Resonance. While the Warden is wearing their plate mail, they have advantage on saving throws against spells and other magical effects.
Aura of Authority. Allies within 30 feet of the Warden that can hear them deal an extra force damage on weapon attacks.
Lockdown Expert. The Warden can cast the Arcane Lock spell at will (no components required). Doors locked this way can be opened freely by the Warden and their allies.
Multiattack. The Warden makes three attacks with its Heavy Flail or two attacks with its Heavy Flail and uses Recall.
Heavy Flail. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 14 () bludgeoning damage plus 4 () force damage. If the target is a creature, it must succeed on a Strength saving throw or be knocked prone.
Recall. The Warden magically teleports one ally it can see within 60 feet to an unoccupied space within 5 feet of the Warden.
Seal the Vault (Recharge 5-6). The Warden slams their shield into the ground. All doors, gates, and portcullises within 100 feet slam shut and are magically locked as if by the Arcane Lock spell for 1 minute.
Sentinel Shield. When a creature the Warden can see attacks a target other than the Warden within 5 feet, the Warden can use their reaction to impose disadvantage on the attack roll.
Commanding Shout. One ally within 30 feet can use its reaction to make one weapon attack.
Shield Bash. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 10 () bludgeoning damage. If the target is a creature, it must succeed on a Strength saving throw or be pushed up to 10 feet away.
Warden's Step (Costs 2 Actions). The Warden moves up to their speed without provoking opportunity attacks.
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