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Warden of Ocean and Rivers



Recall Knowledge - Beast (Arcana, Nature): DC 54
Unspecific Lore: DC 52
Specific Lore: DC 49

Elite | Normal | Weak
Proficiency without Level

Warden of Ocean and RiversCreature 22

Unique Gargantuan Aquatic Beast Water 
Source Howl of the Wild pg. 207 2.0
Perception +39; darkvision, scent (imprecise) 200 feet
Languages voice of nature
Skills Acrobatics +37, Athletics +40, Intimidation +36, Nature +39, Stealth +42, Survival +42
Str +10, Dex +9, Con +12, Int +6, Wis +8, Cha +6
Voice of Nature
Warden's Crown
AC 47; Fort +39, Ref +36, Will +33; +1 to all saves vs. primal
HP 540; Immunities controlled, emotion, mental, poison, precision; Resistances bludgeoning 20, cold 20; Weaknesses electricity 15
Bioluminescent Maelstrom (aura, primal, visual, water) 30 feet. The warden's wrath conjures a dazzling storm around them that makes the area difficult terrain. Creatures that enter the storm must attempt a DC 45 Will save. A creature that succeeds at this save is temporarily immune to the luring visuals for 24 hours. Success The creature is unaffected. Failure The creature is dazzled for 1 round, and for the first action on its next turn, the creature must use a single action to move as close to the warden as possible. Critical Failure The creature is dazzled for as long as it remains in the aura. Whenever the creature begins its turn within the aura, the creature must use the first action of its turn to move as close to the warden as possible. It can attempt a new save at the end of its turn, ending this effect on a success.
Speed swim 100 feet
Melee [one-action] horned crown +41 [+36/+31] (magical, reach 10 feet), Damage 2d8+15 cold plus 2d8+15 poisonMelee [one-action] tentacle +43 [+39/+35] (agile, reach 30 feet, magical), Damage 4d10+16 bludgeoning plus Grasp of the DeepAll Are One [one-action] Frequency once per turn; Effect The warden attracts organisms that extend their influence. The area of bioluminescent maelstrom and the reach of their tentacle Strike increase by 10 feet for 1 minute, to a maximum of an additional 30 feet.Arctic Embrace [two-actions] (cold) All creatures in the warden's bioluminescent maelstrom take 10d6 cold damage (DC 45 basic Fortitude save). On a failure, the creature is also slowed 1 for 1 round.Grasp of the Deep Creatures struck by one of the warden's tentacles gain cold weakness 10 and take a –2 status penalty to Fortitude saves for 1 round.I Am The Tide [two-actions] (primal, water) The warden creates three lines of rushing water, each 10 feet wide and 120 feet long. Creatures in the area take 18d8 bludgeoning damage (DC 45 basic Fortitude save). The warden can either push or pull, and all creatures that fail this save move up to 40 feet in the direction chosen. The warden can't use I Am The Tide again for 1d4 rounds.What Lurks Beneath [three-actions] The warden attacks with their tentacles six times.

All Monsters in "Wardens of the Wild"

NameLevel
Warden of Caverns and Burrows22
Warden of Forests and Meadows22
Warden of Ocean and Rivers22
Warden of Peaks and Skies22

Wardens of the Wild

Source Howl of the Wild pg. 203 2.0
Nethys Note: No description was provided for this group of creatures. All Wardens of the Wild share the following two abilities:

Voice of Nature Though the Wardens of the Wild do not speak in words, they can communicate complex concepts flawlessly and wordlessly with any animal, beast, plant, or other creature of the natural world through prolonged eye contact. Sapient creatures with strong ties to the natural world, such as animal instinct barbarians or druids who speak the Wildsong, can somewhat understand a Warden of the Wild, though the meaning can be vague.

Warden's Crown A Warden of the Wild's horned crown commands respect from wild creatures. Wild creatures native to a warden's biome automatically improve their attitude toward it by one step (up to friendly) and typically do not take hostile actions towards each other while in the warden's presence.