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Fountain wardens - AI-generated fantasy Monster

Fountain wardens

The fountain wardens were fashioned to protect Veyr Keep's waterworks and the sealed southern passage. Their enchantment has outlasted their makers. The chanting in the library is not part of the fountain's command, but the warden interprets any attempt to cross toward it as a possible threat.

Small construct · CR 1 · Uncommon

Fountain wardens

A small, animated stone guardian bound to a cracked fountain whose water flows uphill.
AC13
HP27/27
CR1
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Combat

AC 13 · HP 27 · CR 1

Fountain wardens

Small construct (construct), lawful neutral
Armor Class13 (natural armor)
Hit Points27 (5d8 + 5)
Speed
20 ft.
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsConstitution
SkillsPerception
Damage Resistances
Bludgeoning, piercing, and slashing from nonmagical attacks
Immunities
Poison damage,
Charmed,
Exhaustion,
Poisoned
Weaknesses
The warden is bound to the fountain and will not willingly travel more than 60 feet from it.
If the fountain is dry, the warden loses Uphill Current and cannot use Uphill Surge.
Senses
Darkvision 60 ft.,
Passive Perception 10
Languages
Understands Common and Terran but cannot speak; communicates with taps, gestures, and bubbling sounds
Challenge1
Hit Dice5d8 + 5
Proficiency Bonus+2
Constructed Nature. The warden does not require air, food, drink, or sleep.
Stone Frame. The warden has advantage on saving throws against being poisoned, and it is immune to disease.
Uphill Current. While within 10 feet of the fountain or standing in its water, the warden can move across the water's surface without sinking. This movement does not let it climb walls or ceilings.

Actions

Stone Knuckles. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 6 () bludgeoning damage.
Uphill Surge. Recharge 5–6. The warden snaps its fingers and the fountain's pale water surges through a 15-foot-long, 5-foot-wide line. Each creature in the line must make a Strength saving throw, taking 7 () bludgeoning damage and falling prone on a failure, or half as much damage without falling prone on a success. The surge cannot pass through a closed door. The line must originate from the fountain or from water the warden has moved with its Uphill Current trait.

Reactions

Basin Guard. When a creature the warden can see within 5 feet hits it with a melee attack, the warden adds 2 to its AC against that attack, potentially causing it to miss. The warden must be within 5 feet of the fountain or standing in water.
Role
Passage guardian and terrain controller
Built for
1st level party; suitable as one CR 1 opponent for a small or cautious group

Gear

  • Fountain token (Keepsake, 1 gp)A chipped token bearing a worn fountain design. It has no combat use but may fit a niche near the fountain.

Notes for the game master

Custom creature designed for D&D 5th Edition.
The warden is a construct, not a conventional stone statue. It has no need to breathe, eat, drink, or sleep.
Uphill Surge is a custom feature. The fountain's water is magical scenery, not a spell effect.

Tactics

  1. Opening

    The warden rises from the fountain's rim when a creature touches the water, forces the southern door, or interrupts the chanting beyond the western wall. It warns intruders to leave before attacking.

  2. Mid-fight

    It targets intruders clustered in the passage with Uphill Surge, then uses Stone Knuckles against anyone trying to reach or damage the fountain.

  3. End of the fight

    If badly damaged, the warden uses Uphill Surge to knock intruders away from the fountain and then retreats toward the western wall or southern door.

  4. Retreat

    The warden fights until reduced to 7 hit points or fewer, then withdraws to the fountain and becomes motionless if the party stops advancing. It does not pursue beyond the passage.

How it fights

Use the fountain and passage geometry to threaten clustered intruders.
Avoid chasing enemies around the L-shaped corner.
Strike first at creatures damaging the fountain or working on the southern door.

Who it attacks first

Creatures damaging the fountain
Creatures forcing the southern door
Creatures moving toward the western wall or library

Works well with

A narrow passage makes the warden's line-shaped Uphill Surge more threatening, but also gives the party the option to retreat behind the L-shaped corner.
The locked southern door and distant library chanting create competing points of interest without requiring additional combatants.

How to beat it

Spread out to avoid being caught in the line of Uphill Surge.
A closed door blocks Uphill Surge.
Ranged attacks can target the warden without entering the narrowest part of the passage.
Persuading it that the party intends to protect the fountain can avert a fight.

Ways to avoid a fight

A character who speaks calmly and promises not to damage the fountain can make a DC 12 Charisma (Persuasion) check. On a success, the warden permits passage while watching the party closely.
The warden can be distracted by a character examining the uphill flow and asking it to demonstrate the fountain's old function.
If shown the fountain token from its neck, the warden recognizes it as a maintenance marker and pauses for 1 minute, allowing conversation or passage.

Ecology

A squat figure of cracked limestone and green-stained mortar, roughly humanoid but with a shallow basin for a chest. Pale water beads across its shoulders and streams upward from its wrists. A thin silver cord is knotted around its neck, ending in a chipped fountain token.

Behavior

Patient and literal-minded, it gives one warning in a bubbling voice. It treats damage to the fountain, forced entry through the southern door, and attempts to silence the library chanting as equal violations. It will let travelers pass if they leave the fountain untouched and keep their voices low.

How it lives

A fountain warden does not eat or reproduce. It is a construct animated by the fountain's old protective enchantment, and it remains active as long as pale water continues to circulate through the basin.

Lair

The cracked fountain in the L-shaped passage of Veyr Keep. The warden can sense disturbances in the basin and its immediate stonework, but it cannot see through walls.

Habitat
Dungeon, especially old keeps, submerged crypts, and ruined bathhouses

Signs that it is near

Pale water trickling uphill along the fountain's cracked rim
A low, rhythmic tapping from somewhere within the stonework
Fresh scrape marks around the locked southern door

Tags

construct,
guardian,
fountain,
Veyr Keep

Lore

The fountain wardens were fashioned to protect Veyr Keep's waterworks and the sealed southern passage. Their enchantment has outlasted their makers. The chanting in the library is not part of the fountain's command, but the warden interprets any attempt to cross toward it as a possible threat.

What drives it

Preserve the fountain and prevent unauthorized tampering with the doors and passages around it.

After the fight

When defeated, a warden slumps into damp gravel and leaves behind a smooth, fountain-worn pebble. The uphill flow falters for a minute, then resumes unless the fountain is repaired or its warding inscription is disrupted.

“The chanting in the library is not part of the fountain's command, but the warden interprets any attempt to cross toward it as a possible threat.”
From its lore

Variants

A maintenance-marked warden recognizes the fountain token and will escort its bearer through the passage.
A cracked warden has 18 hit points and cannot use Basin Guard, but its Uphill Surge recharges on a 4–6.

Hooks

Plot hooks

The fresh gouge on the southern door was made by someone trying to escape from the other side.
The library chanting grows louder whenever the fountain warden is damaged.
The fountain token matches a mark on a ledger in the library, revealing who last maintained Veyr Keep's waterworks.

How to use it

Place one warden beside the cracked fountain in Veyr Keep's L-shaped passage.
Let characters notice the uphill-running water and the fresh gouge on the locked southern door before the warden attacks.
The soft chanting from the library beyond the western wall can distract the warden if the party asks about it or tries to investigate quietly.

Treasure

The warden's fountain token is worth 1 gp as an object, but may serve as a key or proof of maintenance authority in Veyr Keep.

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