CR 6 – Aberration – Ceasefire Warden (2)
**Tier 2 play**
**Monster Name:** Ceasefire Warden
**Size, Type, Alignment:** Medium, Aberration, Neutral
**Core Stats:** Armor Class (AC) 15, Hit Points (HP) 85, Speed 30 ft.
**Ability Scores:**
Strength 12 (+1),
Dexterity 16 (+3),
Constitution 14 (+2),
Intelligence 18 (+4),
Wisdom 15 (+2),
Charisma 10 (+0)
**Proficiencies:**
Saving Throws: Intelligence +7, Wisdom +5
Skills: Insight +5, Persuasion +3, Stealth +6
Damage Resistances: Psychic, Bludgeoning, Piercing, and Slashing from non-magical attacks
Damage Immunities: Poison
Condition Immunities: Charmed, Frightened
**Senses:** Darkvision 60 ft., Truesight 30 ft., Passive Perception 14
**Languages:** Telepathy 120 ft.
**Challenge Rating (CR):** 6
**Special Abilities:**
– **Aura of Negotiation:** Creatures within 30 feet of the Ceasefire Warden must succeed on a DC 15 Wisdom saving throw or become charmed for 1 minute. A charmed creature regards the Warden as a trusted ally.
– **Mind Meld:** As an action, the Warden can link its mind with one creature it can see within 60 feet. The target must succeed on a DC 15 Intelligence saving throw or become incapacitated until the end of its next turn.
**Actions:**
– **Multiattack:** The Ceasefire Warden makes two attacks: one with its Psychic Blast and one with its Tentacle Strike.
– **Psychic Blast:** +7 to hit, range 60 ft., one target. Hit: 22 (4d10) psychic damage. On a hit, the target must succeed on a DC 15 Intelligence saving throw or have disadvantage on the next attack roll it makes before the end of its next turn.
– **Tentacle Strike:** Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 3) bludgeoning damage plus 7 (2d6) psychic damage. The target must succeed on a DC 15 Strength saving throw or be grappled (escape DC 15).
**Description:**
The Ceasefire Warden appears as a tall, slender figure with elongated limbs and a shifting form, reminiscent of a mirage. Its skin shimmers with iridescent colors that change with its mood. Created by a coalition of ancient beings to maintain cosmic balance, the Warden roams battlefields, using its powers to enforce temporary truces and prevent unnecessary bloodshed. Though it promotes peace, it can become a fierce opponent when provoked. The Warden employs cunning tactics, using its mind-affecting abilities to manipulate foes into fighting each other or retreating, preferring to resolve conflicts without violence whenever possible.