Warden of Caverns and Burrows

Level 22
Creature· beastUniqueGargantuanRemaster
AC
45
HP
500
Speed
40 ft.
Perception
+36
Fort
+39
Ref
+36
Will
+33
Immunities fire
Resistances physical 10, sonic 20
Weaknesses cold 20
Senses darkvision, tremorsense 60 ft. (imprecise)
Skills athletics +42, intimidation +37, stealth +37
Other Speeds burrow 40 ft.
Recall Knowledge DC 54 (nature)

Attacks

Melee Horned Crown +41 (magical, reach 10 ft.), Damage 4d12+22 piercing
Melee Mandible +41 (agile, magical, reach 15 ft.), Damage 4d10+22 bludgeoning
Melee Chirp +33 (magical), Damage 4d10+18 sonic
Melee Magma Jet +33 (magical), Damage 4d8+13 fire plus 2d6 fire

Abilities

Tremorsense (Imprecise) 60 feetinteraction
Darkvisioninteraction
Voice of Natureinteraction

Though the Wardens of the Wild do not speak in words, they can communicate complex concepts flawlessly and wordlessly with any animal, beast, plant, or other creature of the natural world through prolonged eye contact. Sapient creatures with strong ties to the natural world, such as animal instinct barbarians or druids who speak the Wildsong, can somewhat understand a Warden of the Wild, though the meaning can be vague.

Warden's Crowninteraction

A Warden of the Wild's horned crown commands respect from wild creatures. Wild creatures native to a warden's biome automatically improve their attitude toward it by one step (up to friendly) and typically do not take hostile actions towards each other while in the warden's presence.

+1 To All Saves vs. Primal
Magmatic Reflex

Trigger The warden is targeted with an attack


Effect The warden issues a spray of magma as they jump away from danger. This spray deals 6d12 fire damage to all adjacent creatures (DC 42 reflex save). They then Leap or Step away, gaining a +2 circumstance bonus to their AC against the triggering attack.

Bury Beneath Stone

Requirements The warden has a creature Grabbed


Effect The warden attempts to wedge a creature they have grabbed in their mandibles within a crack in the earth that opens beneath them. The warden attempts an athletics check against the grabbed creature's Reflex DC. If they succeed, they bury the creature in the ground. The creature takes 10d10 bludgeoning damage. It is also Restrained, Slowed 1, and has to hold its breath or start suffocating until it . If the creature

Called to Depths

The depths call to the warden, especially as they move through the air. When they Long Jump, they can use any unused movement from the Long Jump to Burrow. Additionally, the warden can Burrow through any earthen matter, including rock. When they do so, they move at their full burrow Speed.

Erupting Jump◆◆

The warden draws out a stream of lava, then jumps off the solidifying mass as it cools. The warden Leaps up to twice their Speed. When they land, the force of the impact deals 6d12 bludgeoning damage to all creatures within a 15-foot area with a DC 42 fortitude save. On a critical failure, the creature is also pushed 10 feet away from the warden.

Obsidian Cage

Rapidly cooling obsidian clings to the target's body and stiffens around their limbs. The target must attempt a DC 42 reflex save. On a failure, the target is Immobilized until they . On a critical failure, the target is Off-Guard for as long as they remain immobilized.

Vibratory Excavation◆◆

The warden screeches with a resonant call that tears apart earth and stone. They create a 10-foot-square, 50-foot-deep pit in earthen material or stone within 60 feet.

Wall Cling

The Warden of Caverns and Burrows clings to surfaces with their segmented feet. They do not need to use a hand to hold on to walls or ceilings.

The Connected Depths

As much as air currents flow through the skies, and the oceans connect the waters of world, the caverns and depths connect to each other as well, via several means. Underground flows of lava create tunnels and passages. Water's erosion also forms cave systems out of the stone.