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Kundarak Warden
- STR
- 15 (+2)
- DEX
- 12 (+1)
- CON
- 16 (+3)
- INT
- 17 (+3)
- WIS
- 13 (+1)
- CHA
- 10 (+0)
The warden has Advantage on saving throws against spells and other magical effects.
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
The warden casts Counterspell or Shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting.
3/day: Counterspell, Shield
Actions
The warden makes two Arcane Whip attacks. It can replace one attack with a use of Shackling Glyph if available.
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.
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.
Find this creature in the encounter builder

Source: Eberron: Forge of the Artificer, p. 81 - Licenses and attribution