Warden of the Lost Phalanx

Legends tell of a warhost that marched to annihilation under a betrayed banner. Their general, bound by duty even in death, became something enormous and resentful. Villagers whisper that the spirit giant marks fields where honor was stolen; its presence prevents proper burial and stunts crops until the wrong is righted.

HugeUndead(Undead)CR 17Neutral Evil

Warden of the Lost Phalanx

solocontrollerundeadarea-control
HP295AC19SPDWalk 40 ft., Fly 60 ft. (hover), Ethereal Shift: can enter the Ethereal Plane as a bonus actionCR17 (18,000 XP)PerceptionIntimidationAthleticsStealth
STR
26
save
DEX
14
CON
20
save
INT
12
WIS
18
save
CHA
16
save
Incorporeal Movement. The spirit giant can move through other creatures and objects as if they were difficult terrain. It takes 5 () force damage if it ends its turn inside an object.
Aura of Dread. Any creature that starts its turn within 30 feet of the giant must succeed on a Wisdom saving throw or have disadvantage on attack rolls and saving throws until the start of its next turn as oppressive martial memory weighs upon it.
Undying Muster. The giant does not require air, food, drink, or sleep. It regains 10 hit points at the start of its turn if it has at least 1 hit point and there are undead within 60 feet of it.
Anchor-Bound. When in its lair and its anchor is intact, the giant's Dread Expanse has no limit on uses and its legendary actions recharge at the start of each round.
Spectral Greatclub. Melee Weapon Attack: to hit, reach 15 ft., one target. Hit: 33 () necrotic damage. If the target is a creature, it must succeed on a Constitution saving throw or have its maximum hit points reduced by an amount equal to the necrotic damage taken. Reduction lasts until removed by a lesser restoration or similar magic. If this reduces a creature to 0 maximum hit points, that creature dies and rises as a specter under the spirit giant's control at the start of the giant's next turn.
Wailing Reap. The spirit giant slams the ground and releases a cascading wave of spectral force in a 60-foot cone. Each creature in that area must make a Dexterity saving throw, taking 45 () force and necrotic damage on a failed save, or half as much on a successful one. On a failed save, a creature is also pushed 20 feet away and knocked prone as its form partially slips from reality.
Dread Expanse. The giant chooses a 30-foot-radius area within 120 feet. The area becomes an oppressive, ghostly twilight for 1 minute. Creatures of the giant's choice that start their turn in the area or enter it for the first time on a turn must succeed on a Wisdom saving throw or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. While inside the area, creatures that fail the save take 10 () psychic damage at the start of each of their turns. The giant can end the effect early (no action).
Spectral Parry. When a creature within 30 feet hits the giant with a melee attack, the giant can become momentarily more substantial, imposing disadvantage on that attack roll and dealing 10 () necrotic damage to the attacker as the strike strikes air and lingering cold.
Ethereal Step. Ethereal Step. The giant moves up to 30 feet without provoking opportunity attacks. This movement can pass through creatures and objects as if it were incorporeal.
Haunting Wail (Costs 2 Actions). Haunting Wail. The giant emits a low, psychic moan audible within 120 feet. One creature the giant can see within 60 feet must make a Wisdom saving throw or be stunned until the end of its next turn. Creatures immune to being stunned are unaffected.
Grasp of the Fallen (Costs 3 Actions). Grasp of the Fallen. The giant targets one creature within 30 feet. The target must succeed on a Strength saving throw or be restrained by spectral hands for 1 minute. The restrained creature can repeat the save at the end of each of its turns ending the effect on a success. While restrained this way, the creature takes 14 () necrotic damage at the end of each of the giant's turns.
Cantrips
Innate SpellcastingVaries The giant can cast these spells innately, requiring no components. Spell save DC 19, +11 to hit with spell attacks. At will: detect magic, phantasmal force. 3/day: fear (3rd), spirit guardians (3rd). 2/day: blight (4th), phantasmal killer (4th). 1/day: cloudkill (5th), banishment (4th).
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