Bestiary · Fae

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.

A Sylvarin
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.

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.