Glass-Eyed Warden

Old keepers' tales speak of 'the watcher that sees all sides' placed in vaults to prevent theft. Many apprenticed mages tried to replicate a warden and failed, producing unstable glass that shattered and haunted workshops for years.

Mediumaberration(aberration)CR Moderatelawful neutral

Glass-Eyed Warden

ocularfloatingreflectivecontroller
HP85AC16SPDfly 30 ft (hover)CR5 (1,800 XP)PerceptionInsight
STR
10
DEX
14
CON
16
save
INT
12
WIS
14
save
CHA
18
Keen Reflection. The warden can see through nonmagical darkness and has advantage on Wisdom (Perception) checks that rely on sight. If a creature attempts to hide in a reflective surface within 30 feet, the warden automatically detects them unless that surface is magically warded.
Ocular Rays. The warden can fire three ocular rays at targets of its choice. The warden can choose the same target for multiple rays but must choose targets that it can see. Each ray type below is rolled separately on a d6 to determine which rays are fired when the warden uses Ocular Rays. The warden chooses to fire 1 to 3 rays; roll a d6 for each ray to determine its effect.
Reflective Sanctuary. While the warden is within 5 feet of any liquid mirror, polished pool, or mirrored wall, it gains a bonus to AC and saving throws. If the warden is reduced to 0 hit points while within such a surface, it shatters and reforms in the nearest intact reflective surface after rounds unless the surface is destroyed.
Bite. The warden makes a bite attack or fires its central beam.
Ocular Rays. The warden fires up to three distinct ocular rays at targets it can see. Each ray is a ranged spell attack or forces a saving throw as specified.
Distracting Glimmer. When a creature within 30 feet makes an attack roll against another creature, the warden can impose disadvantage on that attack roll if the attacker is within line of sight.
Ocular Flash (Costs 2 Actions). The Glass-Eyed Warden fires a single ocular ray.
Hover Shift. The warden shifts up to 20 feet without provoking opportunity attacks.
Cantrips
Central Beamevocation A shimmering beam from the central eye. Melee or Ranged Spell Attack: +6 to hit, range 60 ft. On hit 18 (4d8) radiant damage. If the target is a creature, it must succeed on a DC 13 Constitution save or be blinded until the end of its next turn.
1st level
Reflective Bindillusion The warden can use this ability instead of a ray. It forces a Dexterity saving throw or the creature is restrained by shimmering bands of light for 1 round.
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