CR 5 – Aberration – Coalition Warden
Tier 2 play
**Monster Name:** Coalition Warden
**Size, Type, Alignment:** Medium, Aberration, Lawful Neutral
**Core Stats:** Armor Class (AC) 15, Hit Points (HP) 85, Speed 30 ft.
**Ability Scores:**
Strength 14 (+2),
Dexterity 16 (+3),
Constitution 16 (+3),
Intelligence 12 (+1),
Wisdom 18 (+4),
Charisma 10 (+0)
**Proficiencies:**
Saving Throws: Wisdom +7, Constitution +6
Skills: Insight +7, Persuasion +3
Damage Resistances: Psychic, Poison
Damage Immunities: None
Condition Immunities: Charmed, Frightened
**Senses:** Darkvision 60 ft., Tremorsense 30 ft., Passive Perception 14
**Languages:** Understands Common and Celestial but cannot speak
**Challenge Rating (CR):** 5
**Special Abilities:**
– **Enforcement Aura:** Creatures within 10 feet of the Coalition Warden must succeed on a DC 15 Wisdom saving throw or be unable to take the Attack action until the end of their next turn.
– **Shifting Alliances:** Once per day, the Coalition Warden can switch its position with a willing ally within 30 feet as a bonus action.
**Actions:**
– **Multiattack:** The Coalition Warden makes two attacks with its Warden's Staff.
– **Warden's Staff:** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 3) bludgeoning damage plus 7 (2d6) psychic damage.
– **Mind Bind (Recharge 5-6):** The Coalition Warden targets one creature it can see within 60 feet. The target must succeed on a DC 15 Intelligence saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
**Description:** The Coalition Warden is a creature born from the chaotic interplay of law and magic, taking form to maintain balance in tumultuous environments. With an elongated, sinewy body and shifting, ethereal features, it moves with fluid grace. Tasked with overseeing agreements and alliances, it employs psychological manipulation and physical prowess to ensure order. In combat, it strategically positions itself to disrupt foes, using its ability to paralyze opponents and shift allies as needed. The Warden embodies a stern yet fair arbiter, often preferring negotiation over violence but will not hesitate to enforce its will when necessary.