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CR 6 – Monstrosity – Greenland Warden

**Tier 2 play**

**Monster Name:** Greenland Warden

**Size, Type, Alignment:** Large Monstrosity, Neutral

**Core Stats:** Armor Class (AC) 15, Hit Points (HP) 105, Speed 40 ft.

**Ability Scores:**

Strength 18 (+4),

Dexterity 12 (+1),

Constitution 16 (+3),

Intelligence 2 (-4),

Wisdom 14 (+2),

Charisma 6 (-2)

**Proficiencies:** Saving Throws: Strength +7, Constitution +6; Skills: Perception +5, Stealth +4

Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Damage Immunities: Poison

Condition Immunities: Charmed, Frightened

**Senses:** Darkvision 60 ft., Tremorsense 30 ft., Passive Perception 15

**Languages:** Understands Common but cannot speak

**Challenge Rating (CR):** 6

**Special Abilities:**

– **Guardian of the Ice:** The Greenland Warden can create a 20 ft. radius area of difficult terrain made of ice once per long rest. Creatures within this area must succeed on a DC 15 Dexterity saving throw or be restrained until the end of their next turn.

– **Frosty Resurgence:** When the Warden drops to 0 HP, it can release a burst of icy energy. Each creature within 10 ft. must make a DC 15 Constitution saving throw, taking 3d6 cold damage on a failed save, or half as much on a successful one.

**Actions:**

– **Multiattack:** The Greenland Warden makes two attacks: one with its Frostbite Slam and one with its Ice Shard Barrage.

– **Frostbite Slam:** Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 2d10 + 4 bludgeoning damage plus 1d6 cold damage.

– **Ice Shard Barrage:** Ranged Spell Attack: +6 to hit, range 60 ft., multiple targets. Hit: 3d8 cold damage. On a hit, the target must succeed on a DC 15 Constitution saving throw or have their speed halved until the end of their next turn.

**Description:** The Greenland Warden is a towering, ice-covered creature resembling a giant, humanoid beast with crystalline spikes protruding from its back. Born from the ancient glaciers of Greenland, it serves as a guardian of the frozen lands, fiercely defending its territory against intruders. The Warden employs hit-and-run tactics, using its ability to create difficult terrain to hinder foes while launching icy projectiles from a distance. Its demeanor is cold and calculating, showing little mercy to those who threaten the sanctity of its domain.

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