Creature profile
| Type | Medium undead |
|---|---|
| Armor Class | 16 (bronze vestments) |
| Hit Points | 78 (12d8 + 24) |
| Speed | 30 ft., swim 40 ft. |
| Ability Scores | STR 16, DEX 12, CON 15, INT 9, WIS 14, CHA 15 |
| Saves and Skills | Wisdom +5; Athletics +6, Religion +2 |
| Senses | darkvision 60 ft., passive Perception 12 |
| Languages | understands Common and Celestial; speaks through bell tones |
| Challenge | 5 (1,800 XP) |
Traits
Amphibious. The warden breathes air and water. Fear of Silence. If no creature within 60 feet speaks or deals thunder damage during a round, it loses reactions and has disadvantage on saves until the end of its next turn.
Actions
Multiattack. Two Cold Iron Crook attacks. Cold Iron Crook. Melee Weapon Attack: +6 to hit, reach 10 ft. Hit: 12 (2d8 + 3) cold damage, and the target is pulled 5 feet. Toll of Want. Recharge 5-6; creatures within 20 feet make a DC 14 Wisdom save or take 13 (3d8) psychic damage and use their reaction to move 10 feet toward the bell.
Tactics and roleplaying
The warden pulls swimmers away from boats and guards the rope. At 20 hit points it pauses for a correctly spoken verse. Three ritual successes or proof that Jory is safe makes it bow and dissolve.
Game Master guidance
This entry is complete for table use. Apply the listed defenses, actions, and encounter behavior directly. If the creature is used outside its original adventure, preserve its surrender trigger and primary motivation so a social solution remains as usable as combat.