Warden Vane

Warden Vane was once a high-ranking judicial official before his fascination with 'the moment of death' turned into an obsession with the soul itself. He was given Blackwall to manage because no one else could keep the prisoners silent. To the crown, he is efficient; to the inmates, he is a living nightmare.

MediumHumanoid(Human)CR CR 6Lawful Evil

Warden Vane

NecromancerPrison WardenBoss
HP91AC16SPD30 ft walkingCRCR 6ArcanaMedicineInsightIntimidation
STR
12
DEX
14
CON
14
save
INT
18
save
WIS
14
save
CHA
16
Grim Harvest. Once per turn when Vane kills a creature with a spell of 1st level or higher, he regains hit points equal to twice the spell's level.
Mask of the Inquisitor. While wearing his iron mask, Vane has advantage on saving throws against being blinded or deafened.
Multiattack. Vane makes two attacks with his Soul-Leash.
Soul-Leash. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 4 () slashing damage plus 10 () necrotic damage. The target must succeed on a Wisdom saving throw or be spectraly tethered to Vane. While tethered, the target cannot move further than 15 feet from Vane and takes 3 () necrotic damage at the start of each of its turns. The tether lasts for 1 minute or until Vane uses the leash on a different target.
Memory Siphon. Vane targets one creature he can see within 30 feet that is restrained or tethered. The target must make a Intelligence saving throw. On a failure, the target takes 21 () psychic damage and Vane learns one piece of information from the target's past. On a success, the target takes half damage and Vane learns nothing.
Cruel Interruption. When a creature Vane can see within 60 feet attempts to cast a spell, he can force them to make a Wisdom saving throw. On a failure, the creature is overwhelmed by a horrific vision of their own death, and the spell fails.
Move. Vane moves up to his speed without provoking opportunity attacks.
Lash. Vane makes one Soul-Leash attack.
Raise Experiment (Costs 2 Actions). Vane snaps his fingers, and one medium pile of bones or a corpse within 30 feet rises as a Skeleton or Zombie under his control.
Cantrips
Chill TouchNecromancy 120ft range, 2d8 necrotic damage, target cannot regain hit points.
Mage HandConjuration The hand appears skeletal and invisible.
1st level
Ray of SicknessNecromancy Range 60ft, 2d8 poison damage and poisoned status on failed Con save.
2nd level
Hold PersonEnchantment Paralyzes a humanoid on a failed Wisdom save.
Blindness/DeafnessNecromancy Blinds or deafens a target on a failed Con save.
3rd level
Animate DeadNecromancy Creates undead servants from corpses.
Vampiric TouchNecromancy Melee spell attack, 3d6 necrotic damage, Vane heals half.
Visual sheet

Turn Warden Vane into a sheet

A high-res, share-ready sheet you can post or print.

Gallery

No images yet. Click to add.

Relationships