CR 6 – Aberration – Ceasefire Warden (1)
Tier 2 play
**Monster Name**: Ceasefire Warden
**Size, Type, Alignment**: Medium, Aberration, Neutral
**Core Stats**: Armor Class (AC) 15, Hit Points (HP) 85 (10d8 + 40), Speed 30 ft.
**Ability Scores**:
Strength 12 (+1),
Dexterity 16 (+3),
Constitution 18 (+4),
Intelligence 14 (+2),
Wisdom 15 (+2),
Charisma 10 (+0)
**Proficiencies**:
Saving Throws: Constitution +7, Wisdom +5
Skills: Insight +5, Persuasion +4
**Damage Resistances**: Psychic, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
**Damage Immunities**: Poison
**Condition Immunities**: Charmed, Frightened
**Senses**: Darkvision 60 ft., Tremorsense 30 ft., Passive Perception 13
**Languages**: Telepathy 120 ft.
**Challenge Rating (CR)**: 6 (2,300 XP)
**Special Abilities**:
– **Ceasefire Aura**: Creatures within 10 feet of the Ceasefire Warden must succeed on a DC 15 Wisdom saving throw or be unable to attack for 1 round as they feel an overwhelming urge to negotiate instead of fight.
– **Mind Meld**: As a bonus action, the Warden can communicate telepathically with one creature within 60 feet, allowing it to impose disadvantage on that creature’s next attack roll.
**Actions**:
– **Multiattack**: The Ceasefire Warden makes two attacks: one with its Mind Blast and one with its Grasp of Diplomacy.
– **Mind Blast**: Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 21 (6d6) psychic damage and the target must succeed on a DC 15 Intelligence saving throw or be stunned until the end of its next turn.
– **Grasp of Diplomacy**: Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) psychic damage, and the target must make a DC 15 Wisdom saving throw or be charmed for 1 minute, acting as if it were an ally of the Warden. The target can repeat the saving throw at the end of each of its turns.
**Description**: The Ceasefire Warden is a creature born from the chaotic energies of unresolved conflicts, manifesting as a twisted, humanoid figure with shifting, luminescent skin that reflects the emotions of those nearby. It seeks to bring about peace through temporary paralysis of aggression, often appearing at the climax of battles or negotiations. The Warden uses its unique abilities to influence the minds of combatants, forcing them to reconsider their actions, all while lurking in the shadows with a calm demeanor. Its ultimate goal is to create a ceasefire, but its methods can be unsettling to those who encounter it.