Sylvarin Warden
A warden decides which crossings on its stretch of boundary stay open and is responsible for what comes through them. Outsiders with business on fae ground are eventually referred to one.
- Physiology
- Fae, Humanoid
- Size
- Medium
- Speed
- 30 ft.
- Armor class
- 17 (heartwood scale)
- Hit points
- 120 (16d8 + 48)
- Proficiency
- +3
- STR 16 +3 save +3
- DEX 19 +4 save +7
- CON 17 +3 save +3
- INT 15 +2 save +2
- WIS 19 +4 save +7
- CHA 18 +4 save +7
- Skills
- Perception +7 , Stealth +7 , Nature +5 , Insight +7 , Persuasion +7
- Passive Perception
- 17
- Senses
- darkvision 60 ft.
- Languages
- Sylvan, Common, Primordial
- Damage resistances
- poison
- Found in
- Rift Breach , Woodland
Equipment
Spells
Channels with WIS. Save DC 15, spell attack +7 .
A warden casts to open and close crossings on its boundary.
- At will Druidcraft , Entangle , Pass without Trace
- 3/day each Barkskin , Spike Growth , Faerie Fire
- 1/day each Plant Growth , Conjure Woodland Beings
Traits
-
Boundary Sense
The warden knows the location of every creature that has crossed its stretch of boundary in the last day.
-
Grove Step
The warden can move between any two trees within 120 feet as part of its movement.
Actions
-
Glaive
+7 to hit · reach 10 ft.
1d10 + 4 slashing damage
The warden makes two Glaive attacks. A creature hit by both cannot use teleportation or fae crossings until the end of the warden's next turn.
-
Expulsion
DC 15 Wisdom save
Each creature within 30 feet that has crossed the boundary without leave takes 8d8 psychic damage on a failed save and is expelled to the nearest edge of fae ground, or half damage on a success.
-
Crossing Denial Reaction
DC 15 Charisma save
When a creature within 120 feet attempts to cross the warden's stretch of boundary, teleport across it, or enter fae ground, the creature makes a Charisma saving throw. On a failure the crossing fails and it is left where it started.