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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 cant 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).