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).
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