Lumisphere Warden

Huge Elemental (Crystalline), True Neutral


Armor Class: 18 (Natural Armor)

Hit Points: 300 (20d12 + 140)

Speed: 40 ft., swim 60 ft.

Challenge Rating: 15 (13,000 XP)


STR DEX CON INT WIS CHA
25 14 24 16 18 20

Saving Throws: Strength +12, Constitution +12, Wisdom +10

Skills: Insight +10, Perception +10, Nature +9, Deception +10

Damage Vulnerabilities: Psychic Damage

Damage Resistances: Lightning, Thunder, and non-magical bludgeoning, piercing, and slashing damage

Damage Immunities: Poison, Radiant, and Psychic damage when it is in its Radiant Aura

Condition Immunities: Charmed, Frightened, and Restrained

Senses: Blindsight 60 ft., Darkvision 120 ft., Passive Perception 20

Languages: Understands Common, Primordial, and Sylvan but cannot speak.


Spellcasting

Spellcasting. The Lumisphere Warden is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). The Lumisphere Warden has the following spells prepared:

Cantrips (at will): Druidcraft, Guidance, Thorn Whip

1st level (4 slots): Entangle, Faerie Fire, Healing Word

2nd level (3 slots): Barkskin, Moonbeam

3rd level (3 slots): Call Lightning, Plant Growth

4th level (2 slots): Dimension Door, Control Water

5th level (1 slot): Wrath of Nature

**Descriptions of Spell Levels:**

– **Cantrips (at will):** The Lumisphere Warden can use these spells without expending spell slots.

– **1st level (4 slots):**
– **Entangle:** Causes plants in a 20-foot square to come alive and ensnare foes.
– **Faerie Fire:** Outlines creatures in light, giving advantage on attacks against them.
– **Healing Word:** Heals allies within range as a bonus action.

– **2nd level (3 slots):**
– **Barkskin:** Increases the target’s AC to a minimum of 16.
– **Moonbeam:** Creates a beam of light that damages creatures within it.

– **3rd level (3 slots):**
– **Call Lightning:** Calls down a bolt of lightning that deals damage in an area.
– **Plant Growth:** Causes normal plants to grow to hinder enemies.

– **4th level (2 slots):**
– **Dimension Door:** Teleports the Warden and a target to a distant location within range.
– **Control Water:** Manipulates water in the area, creating various effects.

– **5th level (1 slot):**
– **Wrath of Nature:** Causes entangling vines and sudden natural phenomena to attack enemies in an area.

**Special Notes:**
The Lumisphere Warden may cast spells prior to combat, particularly using Faerie Fire to mark adversaries or Entangle to hinder their movement before engagement. Additionally, its magical terrain manipulation can synergize with its spellcasting, allowing it to control the battlefield with both spells and ability effects.


Actions & Abilities

Crystalline Strike: *Attack:* Melee Weapon Attack: +11 to hit, reach 15 ft., one target.
*Hit:* 4d10 + 6 slashing damage.
*Effect:* On a hit, the target must succeed on a DC 20 Constitution saving throw or become stunned until the end of its next turn as colorful shards twinkle around their peripheral vision, disorienting them.

Multiattack: The Lumisphere Warden makes three attacks: two with its Crystalline Strike and one with its Radiant Burst.

Radiant Burst: *Range:* 60 ft., one creature.
*Attack:* Ranged Spell Attack: +10 to hit.
*Hit:* 4d8 + 5 radiant damage (DC 18 Constitution saving throw for half damage).
*Effect:* The target must make this saving throw or be blinded until the end of their next turn.

Summon Crystal Constructs (Action, Recharge 5-6): The Warden summons 1d3+1 crystalline constructs in unoccupied spaces within 30 ft. These constructs have the following stats:
– **Armor Class:** 15
– **Hit Points:** 70 (10d10 + 20)
– **Attack:** Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 2d10 + 4 slashing damage.
*Behavior:* The constructs follow the Warden’s commands and will attack the nearest creature.

Magical Terrain Shift (Recharge 5-6): *Area Effect:* 30-foot radius centered on a point within 60 feet.
*Effect:* The area becomes difficult terrain as a surge of chaotic energy causes the ground to sprout twisting vines and crystalline spikes. Creatures moving through this area must succeed on a DC 18 Dexterity saving throw or take 4d8 piercing damage and become grappled by crystalline tendrils (escape DC 20 Strength check). On a successful save, they take half damage and are not grappled.

Radiant Aura (Recharge 5-6): *Activation:* At the start of each of its turns, the Warden emits a dazzling aura in a 60-foot radius.
*Effect:* Creatures of the Warden’s choice that start their turn in this aura must make a DC 20 Constitution saving throw or be blinded until the start of their next turn. Additionally, any creature that starts its turn in this area takes 3d10 radiant damage and is pushed 10 feet away from the Warden.

Legendary Resistance (3 Day): If the Warden fails a saving throw, it can choose to succeed instead.

Myriad Reflections (Reaction): When targeted by a spell or harmful effect, the Warden can reflect the energy back at the caster. The original caster must make a DC 20 Wisdom saving throw, taking 4d12 damage of the same type on a failed save, or half as much on a successful one.

Ethereal Step (Legendary Action): The Warden momentarily shifts into the Ethereal Plane, becoming invisible until the start of its next turn or until it attacks or casts a spell. The Warden then moves up to half its speed while in the Ethereal Plane.

Crystal Shards (Legendary Action): All creatures within 20 feet of the Warden must make a DC 20 Dexterity saving throw, taking 4d6 piercing damage on a failed save, or half as much on a successful one.

Bio-Luminescent Glow (Lair Action): The ambient light in its lair flares up momentarily, causing all creatures in the lair to make a DC 20 Constitution saving throw or be blinded until the end of their next turn.

Crystalline Burst (Lair Action): The ground erupts beneath a point within 60 feet of the Warden, causing crystalline spikes to erupt. Each creature in a 20-foot radius must make a DC 19 Dexterity saving throw, taking 3d10 piercing damage on a failed save, or half as much on a success.

Essence of the Marsh (Lair Action): The Warden calls forth the marsh energy, creating an area of difficult terrain in a 30-foot radius centered on itself. Until the next round, each creature in the area must succeed on a DC 18 Strength saving throw or be knocked prone as the ground shifts beneath them.


Appearance

In the heart of the misty Crystalline Marsh stands the Lumisphere Warden, a magnificent guardian of nature that towers at a striking 15 feet. Its slender yet powerful form gracefully undulates, creating an imposing yet elegant silhouette that appears almost ethereal against the backdrop of shimmering waters and lush vegetation.

The Warden’s surface is a mesmerizing tapestry of translucent colors; hues of soft blues, vibrant greens, deep indigos, and sparkling pinks ripple and shift, as if the light itself dances across its body. Interspersed within this stunning coloration are iridescent crystal formations that gleam like prized jewels, refracting rays of sunlight into captivating spectrums that cast enchanting reflections throughout its domain.

Its body boasts a smooth, polished crystal texture, providing an otherworldly feel that contrasts sharply with jagged spikes emerging from its form. These crystalline protrusions evoke an air of sharpness, illustrating the duality of beauty and danger embodied by the Warden.

The creature’s face is both regal and haunting, dominated by a smooth, featureless expanse animated by large, molten gold eyes that emit an intense, captivating brilliance. Though it lacks a traditional mouth, subtle indentations create the impression of a serene smile, radiating a benevolence that starkly contrasts its formidable stature.

The Lumisphere Warden boasts four elongated arms resembling gnarled tree branches, each adorned with sinuous fingers that terminate in sharp, crystal-like talons. These limbs are agile and dexterous, capable of both tender gestures to guide and powerful strikes against potential threats. Instead of conventional legs, it stands on robust, root-like extensions that provide both stability and a grand, commanding presence, reminiscent of ancient trees that have thrived in the marsh for centuries.

Surrounding the Warden is an ethereal aura of bioluminescent mist that flows ceaselessly, sparkling with countless motes of light. This mesmerizing energy enhances its allure and hints at the magical essence that courses through its being. The crystalline spikes along its back pulse with vibrant colors, creating a captivating display while delicate tendrils of light weave through its form, emphasizing its connection to the elemental forces of nature.

The Warden’s posture is strikingly upright and regal, exuding a sense of calm control as it glides effortlessly across the terrain. Its movements are fluid and primordial, blending seamlessly with the environment, yet when threatened, it can unleash an astonishing speed that belies its towering frame. The overall effect is one of serene authority, capturing the awe of any observer while instilling a sense of trepidation at its raw power.

Adding to its complexity, the Lumisphere Warden is adorned with shimmering glyphs that appear along its crystalline surface during moments of focus, acting as conduits for its arcane abilities. This magical energy dances around its form, enhancing its beauty and elevating the enchanting spectacle it represents.

In summation, the Lumisphere Warden is a stunning embodiment of nature’s mystique, where vibrant colors, unique textures, and a commanding presence paint an unforgettable image of a guardian that marries magic with the essence of the natural world. Each facet of its appearance contributes to a dynamic narrative presence, inviting adventurers to marvel at its beauty while respecting the formidable power it wields.


Tactical Information

Tactical Information for the Lumisphere Warden

Behavior in Day-to-Day Life

Amidst the luminous greens and blues of the Crystalline Marsh, the Lumisphere Warden wanders its domain, an indomitable presence preserving the delicate balance between natural beauty and chaotic magic. The Warden is motivated by a primal sense of duty; it is a timeless guardian, imbued with wisdom and a fierce protectiveness over its realm.

While it does not crave nourishment in the traditional sense, the Warden absorbs ambient magical energies from the marsh and the bioluminescent crystals, which sustain its ethereal form. It can often be seen gliding through the marsh, its crystalline limbs casting fragmented rainbows as it harmonizes with nature’s energy.

The Warden engages with various denizens of the marsh, from fey creatures to flora and fauna, sharing a symbiotic relationship with those who respect the land. While its temperament is predominantly serene and nurturing, those who disturb the fragile equilibrium or exploit the resources of the marsh will encounter the Warden’s wrath. Even flora seem to instinctively bend toward it, as if acknowledging its role as an elemental custodian.

When interfacing with lost wanderers, the Warden radiates benevolence, guided more by curiosity than malice. It has been known to test the hearts and intentions of those who intrude upon its territory, offering challenges that ascertain whether they are deserving of the marsh’s arcane bounties.

Combat Behavior

Should conflict arise, the Lumisphere Warden does not immediately charge into battle. It tends to assess the situation, believing in the virtue of communication and the potential for resolution. However, when facing threats that disrupt the harmony it cherishes, it wields its powers decisively.

When combat begins, the Warden initiates with its Radiant Aura, engulfing the battlefield in dazzling light and inflicting pain and blindness upon foes encroaching upon its ecosystem. Knowing full well the disorientation this causes, it employs its Crystal Constructs to protect itself and create a multi-layered defense. The constructs act as both a distraction and a frontline, allowing the Warden to maintain distance while dishing out powerful ranged attacks when necessary.

The Warden strategically uses its Magical Terrain Shift ability to reshape the battlefield, converting areas to difficult terrain to hinder enemy movement. In doing so, it may lure heroes into clusters, using the unstable terrain to maximize the effectiveness of its radiant damage or setting up deadly hazards that send unprepared adventurers reeling.

In scenarios where the Warden finds itself outnumbered, it employs cunning tactics. Utilizing its mobility, it may retreat into the marsh’s depths, merging briefly with the surroundings to evade attackers, or enveloping the area in mist to obscure its presence. The Warden reorganizes its position, reemerging to strike from unexpected angles, leveraging its Myriad Reflections ability to retaliate against spellcasters who would threaten it from afar.

Should the battle begin to turn against it, the Warden’s Intellect and Will ensures it remains resilient, bolstering its defenses against magical efforts to ensnare or control it, illustrating that a creature of its wisdom would not be easily subdued.

Roleplay/Narrative Interactions

The Lumisphere Warden is a being of paradox—mystifying yet approachable, intimidating yet harmonious. In non-combat encounters, the Warden exhibits an almost otherworldly curiosity about humanoids, often watching lost wanderers from a distance before revealing itself. It communicates through the shimmering, melodic sound of its crystalline spikes, mimicking chimes or resonant notes, which can carry intentional meanings, though tangible words remain elusive.

When adventurers intrude upon its domain, the Warden may initially stand sentinel, assessing their intentions with piercing golden eyes that seem to read into the very souls of those before it. If the adventurers demonstrate respect toward the marsh and its magic, the Warden could choose to engage in a benevolent dialogue, offering riddles or trials that serve as tests of character rather than a conflict.

Conversely, if approached with ill intent, the Warden may react as a fierce protector of its home, its shimmering form radiating an air of judgment and power. In such cases, it might issue cryptic warnings or present illusions of crystal spikes and danger, dissuading further action without escalating to outright aggression, fostering understanding instead of hostility.

Should diplomacy fail and conflict seems inevitable, the Warden recognizes when it is cornered, utilizing its abilities to escape or vanish into the mist, leaving adventurers bewildered yet unharmed, all while imparting a lingering lesson about respect and the mysteries of the Crystalline Marsh.

Each encounter with the Lumisphere Warden—whether combat or conversation—reveals the lush enchantments and underlying thrums of power woven into the very fabric of its existence, crafting lasting experiences that do not simply challenge but also inspire reverence, curiosity, and awe.

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