# Wardu *Medium* *Aberration* *neutral evil* - **Armor Class:** 16 (natural armor) - **Hit Points:** 105 (14d8+42) - **Speed:** fly 40 ft. walk 0 ft. hover True ft. - **Challenge Rating:** 6 (2,300 XP) - **Source:** Tome of Beasts 2, page 365 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 10 (+0) | 18 (+4) | 16 (+3) | 10 (+0) | 15 (+2) | 12 (+1) | - **Saving Throws**: Int +3, Cha +4 - **Skills:** - **Condition Immunities:** exhaustion, prone - **Senses:** darkvision 60 ft., passive Perception 13 - **Languages:** understands Deep Speech but can’t speak, telepathy 60 ft. ### Special Abilities - **Flyby:** The wardu doesn't provoke opportunity attacks when it flies out of an enemy's reach. - **Magic Resistance:** The wardu has advantage on saving throws against spells and other magical effects. ### Actions - **Multiattack:** The wardu uses its Segmented Gaze. It then makes two proboscis attacks. - **Proboscis:** Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage, and the wardu regains hp equal to half the damage dealt. If the target is a spellcaster, the target has disadvantage on Constitution saving throws to maintain its concentration until the end of its next turn. - **Segmented Gaze:** The wardu's segmented central eye flares with unstable magical energy. One creature the wardu can see within 30 feet of it must succeed on a DC 15 Constitution saving throw or suffer a random condition until the end of its next turn. Roll a d4 to determine the condition: blinded (1), frightened (2), deafened (3), or incapacitated (4).