Warden of Forests and Meadows

Level 22
Creature· beastUniqueGargantuanRemaster
AC
48
HP
435
Speed
60 ft.
Perception
+36
Fort
+34
Ref
+42
Will
+36
Senses greater-darkvision
Skills deception +44, intimidation +42, stealth +42, acrobatics +40, diplomacy +40, thievery +40, society +39, nature +36, survival +36
Other Speeds climb 30 ft.
Recall Knowledge DC 54 (nature)

Attacks

Melee Jaws +38 (finesse, magical, reach 15 ft., unarmed), Damage 4d10+15 piercing
Melee Horned Crown +40 (finesse, magical, reach 10 ft.), Damage 4d8+15 piercing plus 2d6 poison
Melee Claw +40 (agile, finesse, magical, reach 15 ft., unarmed), Damage 4d6+15 slashing
Melee Fox's Laughter +40 (magical), Damage 4d10 sonic plus 3d6 mental

Abilities

Greater Darkvisioninteraction
Scent (Imprecise) 1 mileinteraction
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.

At-Will Spellsinteraction
Constant Spellsinteraction
+1 To All Saves vs. Primal
Wild Trickery

Trigger An enemy within 60 feet targets the warden with an attack, spell, or other ability


Effect The triggering creature must attempt a DC 45 will save. If it fails, the warden redirects the ability to target a different creature in range with a burst of mental laughter; this has no effect if there are no other eligible targets. The triggering creature is then temporarily immune for 24 hours unless it critically failed.

Change Shape

The warden transforms his size to Tiny, Small, Medium, or Huge (changing his reach to 0 feet for Tiny, 5 feet for Medium or Large, and 10 feet for Huge). The warden retains his shape but can change his color to any seasonal array.

Forest Passage

The Warden of Forests and Meadows ignores difficult terrain and greater difficult terrain from non-magical foliage.

Fox's Wager

The warden grants a boon to a willing creature he can see other than himself, requesting that the creature promise to use the granted power to destroy or undermine the creations of civilization. The target gains a +1 status bonus to attack rolls and a +5 status bonus to damage against constructs, objects, and structures constructed by humanoids. It also gains a +2 status bonus to Stealth checks against humanoids. The warden can have only one wager granted at a time. The wager ends if the target

Idyllic Panorama

Frequency once per hour


Effect The warden creates an area of peaceful calm. This is identical to a 5th-rank Mirage depicting a peaceful meadow or forest, except the area is a 200-foot area.

While within the area of an Idyllic Panorama, the warden has significant control over the senses of creatures within the area and can cast Mislead and 2nd-rank Silence at will.

Magical Pounce

The warden Strides up to his Speed, Leaps up to his Speed, or casts Translocate; at the end of that movement, the warden Strikes. If the warden began this action Hidden, he remains hidden until after this ability's Strike.

Sneak Attack

The warden deals an additional 3d6 precision damage to Off-Guard creatures.