Warden of Oceans and Rivers

Level 22
Creature· aquaticUniqueGargantuanRemaster
AC
47
HP
540
Speed
0 ft.
Perception
+39
Fort
+39
Ref
+36
Will
+33
Immunities controlled, emotion, mental, poison, precision
Resistances bludgeoning 20, cold 20
Weaknesses electricity 15
Senses darkvision, scent 200 ft. (imprecise)
Skills stealth +42, survival +42, athletics +40, nature +39, acrobatics +37, intimidation +36
Other Speeds swim 100 ft.
Recall Knowledge DC 54 (nature)

Attacks

Melee Horned Crown +41 (magical, reach 10 ft.), Damage 2d8+15 cold plus 2d8+15 poison
Melee Tentacle +43 (agile, magical, unarmed), Damage 4d10+16 bludgeoning

Abilities

Scent (Imprecise) 200 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
Bioluminescent Maelstrom

30 feet. DC 45 will


The warden's wrath conjures a dazzling storm around them that makes the area difficult terrain. Creatures that enter the storm must attempt a Will save. A creature that succeeds at this save is temporarily immune to the luring visuals for 24 hours.


Success The creature is unaffected.

Failure The creature is Dazzled for 1 round, and for the first action on its next turn, the creature must use a single action to move as close to the warden as possible.

Critica

All Are One

Frequency once per turn


Effect The warden attracts organisms that extend their influence. The area of bioluminescent maelstrom and the reach of their tentacle Strike increase by 10 feet for 1 minute, to a maximum of an additional 30 feet.

Arctic Embrace◆◆

All creatures in the warden's bioluminescent maelstrom take 10d6 cold damage (DC 45 fortitude save). On a failure, the creature is also Slowed 1 for 1 round.

Grasp of the Deep

Creatures struck by one of the warden's tentacles gain cold weakness 10 and take a –2 status penalty to Fortitude saves for 1 round.

Effect: Grasp of the Deep

I Am The Tide◆◆

The warden creates three lines of rushing water, each 120-foot area. Creatures in the area take 18d8 bludgeoning damage (DC 45 fortitude save). The warden can either push or pull, and all creatures that fail this save move up to 40 feet in the direction chosen. The warden can't use I Am The Tide again for .

What Lurks Beneath◆◆◆

The warden attacks with their tentacles six times.

A Vengeful Present

In past eras, the Warden of Oceans and Rivers was once connected to the world of landed creatures and deeply involved in their channels of commerce. Now the descendants of these creatures are unable to rely on the bounty of the sea and feel that they must take what they can to survive. Fishing folk must be swift and deliberate now that the oceans and rivers zealously protect their goods. It is for this reason not all agree with the new warden's tactics… and some wish to see the old ways restored.