Monster
Kundarak Warden
Outside your table’s allowed sources
Official reference · EFA · 2014
- Creature type
- Humanoid
- Size
- Medium
- Armor class
- 14
- Hit points
- 82 (11d8 + 33)
- Speed
- Walk 30 ft.
- Challenge rating
- 5
- Alignment
- Neutral
- Strength
- 15
- Dexterity
- 12
- Constitution
- 16
- Intelligence
- 17
- Wisdom
- 13
- Charisma
- 10
- Passive Perception
- 11
- Saving Throws
- str: +5; dex: +4; con: +6; int: +6; wis: +4
- Senses
- Darkvision 120 ft.
- Languages
- Common, Dwarvish
Traits
Magic Resistance
The warden has Advantage on saving throws against spells and other magical effects.
Actions
Multiattack
The warden makes two Arcane Whip attacks. It can replace one attack with a use of Shackling Glyph if available.
Arcane Whip
Melee Attack: +6, reach 10 ft. Hit: 13 (3d6 + 3) Force damage, and if the target is a Medium or smaller creature, it has the Prone condition. If the target already has the Prone condition, the attack deals an extra 7 (2d6) Force damage.
Shackling Glyph (Recharge 6)
Strength Saving Throw: DC 14, one creature the warden can see within 60 feet. Failure: The creature has the Grappled condition (escape DC 14). While Grappled, the creature has the Restrained condition.
The warden casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 14):
At will: Alarm, Arcane Lock, Mage Armor (included in AC)
1/day: Dispel Magic
Protective Magic (3/Day)
The warden casts Counterspell or Shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting.
3/day: Counterspell, Shield