The Verdant Warden of the Shifting Glade

Type: Fey

CR: 22

Size: Large

Alignment: Chaotic Neutral

The Verdant Warden of the Shifting Glade

Large fey, chaotic neutral

In the heart of the Feywild, where ancient trees whisper secrets to the wind and luminous flowers bloom in an eternal twilight, lies the Shifting Glade. It is a place of breathtaking beauty, a sanctuary where the veil between worlds is thin and the raw magic of the fey realm bleeds into the mortal world. But this idyllic haven is haunted by a tragic past, a cycle of endless conflict that has ensnared its guardian, the Verdant Warden, in an eternal, sorrowful loop.

The Warden, once a benevolent protector of the glade, is now a being of immense and unpredictable power, forever trapped in the echoes of a forgotten war. Its form, a mesmerizing tapestry of nature's elements, shifts with the seasons, each transformation heralding a new wave of conflict. Spring's vibrant growth gives way to the scorching fury of summer, the somber decay of autumn, and the chilling embrace of winter's end. Each phase is a reflection of the Warden's torment, its heart forever bound to a glade it can no longer save.

The tragedy began centuries ago when a forgotten evil sought to claim the Shifting Glade, to twist its magic to dark purposes. The Verdant Warden, in a desperate act of defiance, unleashed the full power of the seasons upon the invaders. But the victory was pyrrhic. The glade was scarred, its magic tainted, and the Warden itself was caught in the backwash of its own power, doomed to relive the final moments of the battle for all eternity.

Now, the Shifting Glade is a place of both wonder and sorrow. The air hums with a potent, untamed magic that draws the curious and the power-hungry alike. But those who enter find themselves caught in the Warden's endless cycle of conflict, forced to face the fury of the seasons as the guardian, driven by a fragmented memory of a long-lost war, lashes out at any who dare trespass upon its sacred ground. The Verdant Warden, once a symbol of life and renewal, has become a tragic figure, a prisoner of its own power, forever guarding a paradise lost in time. Its mournful cry echoes through the glade, a lament for a peace it can never reclaim, a testament to the enduring power of grief and the devastating consequences of a war that never truly ends.

Stats

  • Armor Class 21 (natural armor)
  • Hit Points 225 (20d10 + 100)
  • Speed 40 ft., climb 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 20 (+5) 12 (+1) 16 (+3) 20 (+5)
  • Saving Throws Dex +11, Con +12, Cha +12
  • Skills Perception +10, Stealth +11, Nature +8
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons, cold, fire
  • Damage Vulnerabilities cold iron
  • Condition Immunities charmed, frightened
  • Senses darkvision 120 ft., passive Perception 20
  • Languages Sylvan, Elvish, telepathy 60 ft.
  • Challenge 22 (XP 41,000, or 50,000 in lair; PB +7)

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

Fey Step. As a bonus action, the warden can teleport up to 30 feet to an unoccupied space it can see.

Phase Transitions. The warden has four phases: Spring Growth, Summer Fury, Autumn Wither, and Winter's End. It begins in Spring Growth. When it drops below 150 HP, it enters Summer Fury. When it drops below 75 HP, it enters Autumn Wither. Upon reaching 0 HP, it transforms into Winter's End. Each phase transition triggers a unique Echo effect.

Innate Spellcasting. The warden’s spellcasting ability is Charisma (spell save DC 20). It can innately cast the following spells, requiring no material components:

  • At will: druidcraft, entangle
  • 3/day each: mirror image, confusion
  • 1/day: hallucinatory terrain

Regeneration. The warden regains 15 HP at the start of its turn if it has at least 1 HP and isn't in its Winter's End phase.

Temporary Hit Points. The Warden gains temporary hit points at the start of each phase: Spring Growth (30 temporary HP), Summer Fury (45 temporary HP), Autumn Wither (60 temporary HP), Winter's End (75 temporary HP).

Phase 1: Spring Growth

"The glade pulses with life as the Verdant Warden awakens. Its form is a breathtaking tapestry of vibrant blossoms, emerald leaves, and gently swaying vines. The air thrums with the melody of birdsong and the fragrance of a thousand wildflowers. This is the essence of spring—a time of vibrant renewal, boundless growth, and the joyful dance of life reborn."

Verdant Echo (Phase Transition). At the start of the encounter, the warden unleashes Verdant Echo:

  • Surge: The warden gains 30 temporary HP.
  • Nature's Embrace: The area within 30 feet of the warden becomes overgrown with lush vegetation. This area is considered difficult terrain for creatures other than the warden and its allies.
  • Summon Allies: The warden summons 2 Sproutlings and 1 Thornbark Guardian in unoccupied spaces within 30 ft.

Multiattack. The warden makes two Vine Lash attacks.

Vine Lash. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 7 (2d6) poison damage.

Spellcasting (Spring Growth). The warden can cast barkskin (self only) 3/day.

Legendary Actions (Spring Growth)

The warden can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The warden regains spent legendary actions at the start of its turn.

  1. Nature's Grasp (1 Action). The warden targets one creature it can see within 60 feet. Vines erupt from the ground and attempt to entangle the target. The target must succeed on a DC 20 Strength saving throw or be restrained.
  2. Flicker Step (1 Action). The warden uses Fey Step.
  3. Invigorate (2 Actions). The warden targets one plant ally it can see within 60 feet. The target gains advantage on all attack rolls until the end of its next turn and regains 10 HP.

Phase 2: Summer Fury

"A wave of scorching heat washes over the glade as the Verdant Warden ignites with the sun's full fury. Its body becomes a maelstrom of blazing golden leaves and crackling flames, its eyes burning like twin stars. The air ripples with heat, and the scent of wildflowers is replaced by the sharp tang of smoke. Summer is the season of war, and the warden now embodies the unbridled, destructive power of nature's inferno."

Radiant Echo (Phase Transition). When the warden drops below 150 HP, it unleashes Radiant Echo:

  • Blinding Flash: Each creature within 30 feet of the warden must make a DC 20 Dexterity saving throw. On a failed save, a creature takes 21 (6d6) radiant damage and is blinded until the end of its next turn. On a successful save, it takes half as much damage and isn't blinded.
  • Scorched Earth: The difficult terrain created by Nature's Embrace ignites. Creatures that start their turn in the area take 10 (3d6) fire damage.
  • Summon Allies: The warden summons 1 Flamekin and 1 Emberling in unoccupied spaces within 30 ft.

Multiattack. The warden makes three Flame Whip attacks.

Flame Whip. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 4) fire damage plus 7 (2d6) radiant damage.

Sunfire Burst (Recharge 5–6). The warden unleashes a 20-ft. radius burst of sunlight. Creatures in the area take 21 (6d6) fire damage and 14 (4d6) radiant damage (DC 20 Dexterity save for half).

Spellcasting (Summer Fury). The warden can cast faerie fire at will and heat metal 3/day.

Legendary Actions (Summer Fury)

The warden can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The warden regains spent legendary actions at the start of its turn.

  1. Sear (1 Action). The warden targets one creature it can see within 60 feet. The target must make a DC 20 Constitution saving throw, taking 14 (4d6) fire damage on a failed save or half as much on a successful one.
  2. Flicker Step (1 Action). The warden uses Fey Step.
  3. Conflagrate (2 Actions). The warden targets one creature it can see within 30 feet that is in the area affected by Scorched Earth. The target is engulfed in flames, taking 21 (6d6) fire damage.

Phase 3: Autumn Wither

"A chilling wind sweeps through the glade as the Verdant Warden decays into the somber hues of autumn. Its once vibrant form withers into a tapestry of brittle, crimson leaves and gnarled, lifeless branches. Its eyes dim to a hollow amber glow, and the air grows heavy with the scent of decay. Autumn is the season of endings, and the warden now embodies the inevitable decline of all living things."

Withering Echo (Phase Transition). When the warden drops below 75 HP, it unleashes Withering Echo:

  • Aura of Decay: A 30-foot radius around the warden becomes permeated with the energy of decay. Creatures within the aura have disadvantage on Constitution saving throws and cannot regain HP.
  • Blighted Ground: The ground within the aura becomes blighted. Creatures that start their turn in the area take 10 (3d6) necrotic damage. The difficult terrain from Nature's Embrace is dispelled.
  • Summon Allies: The warden summons 1 Rotwood Husk and 1 Willowisp in unoccupied spaces within 30 ft.

Multiattack. The warden makes one Life Drain attack and one Decaying Touch attack.

Life Drain. Melee Spell Attack: +12 to hit, reach 10 ft., one creature. Hit: 18 (4d6 + 4) necrotic damage, and the warden regains HP equal to half the damage dealt.

Decaying Touch. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) necrotic damage, and the target must succeed on a DC 20 Constitution save or gain 1 level of exhaustion.

Spellcasting (Autumn Wither). The warden can cast blight 3/day and contagion 1/day.

Legendary Actions (Autumn Wither)

The warden can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The warden regains spent legendary actions at the start of its turn.

  1. Wither (1 Action). The warden targets one creature it can see within 60 feet. The target must make a DC 20 Constitution saving throw, taking 14 (4d6) necrotic damage on a failed save or half as much on a successful one.
  2. Flicker Step (1 Action). The warden uses Fey Step.
  3. Enervate (2 Actions). The warden targets one creature it can see within 30 feet. The target must succeed on a DC 20 Constitution saving throw or have its speed halved until the end of its next turn.

Phase 4: Winter's End

"The glade falls deathly silent as the Verdant Warden succumbs to its final transformation. Its body, now a skeleton of frost-rimed branches and icy thorns, rises once more. Its eyes burn with a spectral blue light, and the air grows bitterly cold, freezing the very ground it stands upon. This is Winter's End, the realm of death, and the warden has become an avatar of eternal frost, a chilling reminder of the inevitable end that awaits all things."

Frozen Echo (Phase Transition). When the warden reaches 0 HP, it unleashes Frozen Echo:

  • Deathly Transformation: The warden's form changes into an undead avatar of winter. The warden's hit point becomes 75 HP and it becomes immune to cold damage, but its regeneration ability is suppressed.
  • Frozen Heart: A wave of intense cold emanates from the warden. All creatures within 30 feet must make a DC 20 Constitution saving throw. On a failed save, they take 28 (8d6) cold damage and are paralyzed until the end of their next turn. On a successful save, they take half as much damage and are not paralyzed.
  • Winter's Grasp: The ground within 30 feet of the warden becomes covered in a thick layer of ice. This area is considered difficult terrain.
  • Summon Allies: The warden summons 1 Frost Wight and 1 Shade in unoccupied spaces within 30 ft.

Multiattack. The warden makes two Frostbite attacks.

Frostbite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) cold damage plus 7 (2d6) necrotic damage.

Winter’s Grasp (Recharge 5–6). The warden unleashes a 20-ft. radius burst of freezing cold. Creatures in the area take 21 (6d6) cold damage and are restrained by ice (DC 20 Strength save to break free).

Spellcasting (Winter’s End). The warden can cast cone of cold 1/day and ray of enfeeblement at will.

Legendary Actions (Winter's End)

The warden can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The warden regains spent legendary actions at the start of its turn.

  1. Freeze (1 Action). The warden targets one creature it can see within 60 feet. The target must make a DC 20 Constitution saving throw, taking 14 (4d6) cold damage on a failed save or half as much on a successful one.
  2. Flicker Step (1 Action). The warden uses Fey Step.
  3. Dominate (2 Actions). The warden targets one creature it can see within 30 feet. The target must succeed on a DC 20 Wisdom saving throw or be charmed by the warden until the end of its next turn. While charmed, the target regards the warden as a friendly acquaintance.

Lair Actions

Lair Actions. While in the Shifting Glade, the Verdant Warden can use lair actions. On initiative count 20 (losing initiative ties), the Warden can take a lair action to cause one of the following effects; the Warden can’t use the same effect two rounds in a row:

  • Shifting Terrain (All Phases). The Warden magically alters the terrain in a 20-foot radius centered on a point it can see within 120 feet. The terrain becomes difficult terrain, lightly obscured, or both. This change lasts until the Warden uses this lair action again or until the Warden dies. Each phase also applies an additional effect:

    • Spring Growth: The area is filled with healing energy. One creature of the Warden's choice in the area regains 10 (3d6) hit points.
    • Summer Fury: The area erupts in flames. Each creature in the area must make a DC 20 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.
    • Autumn Wither: The area becomes infused with withering energy. Each creature in the area must make a DC 20 Constitution saving throw. On a failed save, they take 10 (3d6) necrotic damage and cannot regain hit points until the start of initiative count 20 on the next round.
    • Winter's End: The area is covered in a sheet of ice. Each creature in the area must make a DC 20 Dexterity saving throw or be knocked prone.
  • Nature's Call (All Phases). The Warden calls upon the magic of the Feywild, creating one of the following effects. Each phase applies a unique effect:

    • Spring Growth: A Swarm of Pixies appears in an unoccupied space within 60 feet of the Warden. The pixies are friendly to the Warden and obey its commands. The swarm acts on initiative count 20, after the Warden's lair action. The pixies disappear when the Warden enters a new phase.
    • Summer Fury: A wave of heat emanates from the Warden. Each creature within 30 feet of the Warden must make a DC 20 Constitution saving throw or suffer one level of exhaustion.
    • Autumn Wither: Grasping roots erupt from the ground in a 20-foot radius centered on a point the Warden can see within 60 feet. Each creature in the area must succeed on a DC 20 Strength saving throw or be restrained by the roots. A creature can use its action to make a DC 20 Strength (Athletics) check, freeing itself or another creature within its reach on a success.
    • Winter's End: The Warden targets one creature it can see within 60 feet. The target must succeed on a DC 20 Wisdom saving throw or be stunned until the start of initiative count 20 on the next round.
  • Seasonal Surge (All Phases). The Warden draws upon the power of the current season, creating one of the following effects. Each phase has a unique effect:

    • Spring Growth: The Warden instantly regains the use of its hallucinatory terrain spell if it has been expended. Additionally, until the start of initiative count 20 on the next round, the Warden's Vine Lash attacks deal an additional 7 (2d6) poison damage.
    • Summer Fury: The Warden instantly regains the use of its Sunfire Burst ability if it has been expended. Additionally, until the start of initiative count 20 on the next round, the Warden's Flame Whip attacks deal an additional 7 (2d6) radiant damage.
    • Autumn Wither: The Warden instantly regains the use of its blight spell if it has been expended. Additionally, until the start of initiative count 20 on the next round, the Warden's Life Drain attack deals an additional 7 (2d6) necrotic damage.
    • Winter's End: The Warden instantly regains the use of its Winter's Grasp ability if it has been expended. Additionally, until the start of initiative count 20 on the next round, the Warden's Frostbite attack deals an additional 7 (2d6) cold damage.

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