Kundarak Warden

Medium Humanoid (Dwarf), Neutral
EFA

AC 14

HP 82 (11d8 + 33)

Speed 30 ft.

STR

15 (+2)

Save +5

DEX

12 (+1)

Save +4

CON

16 (+3)

Save +6

INT

17 (+3)

Save +6

WIS

13 (+1)

Save +4

CHA

10 (+0)

Save +0

Saving Throws STR +5, DEX +4, CON +6, INT +6, WIS +4

Senses Darkvision 120 ft., Passive Perception 11

Languages Common, Dwarvish

CR 5

Traits

Magic Resistance. The warden has Advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The warden makes two Arcane Whip attacks. It can replace one attack with a use of Shackling Glyph if available.

Arcane Whip. Melee Attack Roll: +6, reach 10 ft. Hit: 13 (3d6 + 3) Force damage, and if the target is a Medium or smaller creature, it has the Prone condition. If the target already has the Prone condition, the attack deals an extra 7 (2d6) Force damage.

Shackling Glyph (Recharge 6+). Strength Saving Throw: DC 14, one creature the warden can see within 60 feet. Failure: The creature has the Grappled condition (escape DC 14). While Grappled, the creature has the Restrained condition.

Spellcasting. The warden casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 14): At Will: Alarm, Arcane Lock, Mage Armor (included in AC). 1/Day: Dispel Magic.

Reactions

Protective Magic (3/Day). The warden casts Counterspell or Shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting.