AC 17 (leather brigandine)
HP 102 (12d10 + 36;
bloodied
51)
Speed 30 ft.
Proficiency +3; Maneuver DC 15
Saving Throws Str +2, Dex +5, Con +6, Int +1, Wis +5, Cha +0
Skills Medicine +5, Nature +4 (+1d6), Perception +5 (+1d6), Stealth +7 (+1d6), Survival +5 (+1d6)
Damage Resistances poison
Senses passive Perception 18
Languages Common, and any one other language
Combat Maneuvers (8 exertion/Rest). The warden knows the Unerring Hawk combat tradition. They can spend exertion to activate the following combat maneuvers:
Unerring Hawk: hamstring (1st), resteady (1st), thread the needle (1st), run down (2nd), singular focus (3rd)
Trackless Travel. The warden can’t be tracked by nonmagical means.
Tracking Mastery. The warden gains an expertise die on attack rolls made against targets they have been tracking using Survival for at least 10 minutes.
Trained Accuracy. The warden’s weapon attacks deal an extra 7 (2d6) damage (included below).
ACTIONS
Multiattack. The warden attacks twice.
Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one creature. Hit: 8 (1d8 + 4) piercing damage + 7 (2d6) damage.
Shortsword. Melee Weapon Attack: +7 to hit, range 5 ft., one creature. Hit: 14 (3d6 + 4) slashing damage.
Run Down (2 exertion). The warden moves up to its Speed in a straight line and then uses Multiattack
BONUS ACTIONS
Hamstring (1 exertion). The warden makes a precision longbow or precision shortsword attack. If that attack hits, it deals 1d6 additional piercing damage and the target’s movement speed is reduced by 10 feet until the start of the warden’ next turn.
Singular Focus (2 exertion). The warden chooses a creature they can see. Until the beginning of their next turn, all of the warden’s weapon attacks against the chosen creature ignore any condition, effect, or circumstance that would impose disadvantage.
Thread the Needle (1 exertion). The next ranged attack the warden makes ignores half cover, and treats three-quarters cover as half cover instead.
REACTIONS
Resteady (2 exertion). When the warden makes an attack roll but before the results are known, they can reroll the attack as a reaction, taking the new result.
Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.