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Prison Warden ~ CR 14

Proficiency Score: +15

Medium; Principle/Community; elf, human, humanoid


Armor Class: 33 (+3 Dex, +5 Armor, +15 Proficiency Score)

Hit Points: 230 (23d8+46)

Speed: 30 feet

Initiative: +3 (advantage)


STRDEXCONINTWISCHA
16 (+3)16 (+3)14 (+2)10 (+0)20 (+5)8 (–1)

Saves: Fortitude +17, Reflex +18, Will +20 (+1d4 against effects with the enchantment tag)

Skills: Acrobatics +18, Athletics +18, History +15, Insight +20, Medicine +20, Perception +20, Society +15, Stealth +18, Survival +20

Immunities: sleep effects with the magical tag

Resistances: 25 against effects with the magical tag

Senses: Passive Perception 30

Languages: Common


Ki Pool. A prison warden has 20 points which can be spent on any of the following:

  • Abundant Step: as a single action, a prison warden can spend two points and gain the benefits of the Dimension Door spell as if they had cast it.
  • Additional Strike: as a free action, a prison warden can spend a point and gain an additional attack as part of their Flurry of Blows.

Stunning Fist. Six times per 24 hours a prison warden can make an attack with their fist and, if the attack hits, the target must make a Fortitude save with a DC 28 or gain one of the following conditions:

  • Blinded or Deafened for 24 hours
  • Fatigued
  • Paralyzed for 10 minutes
  • Sick 2 for a minute
  • Slowed 1 for a minute
  • Stunned for a round

Actions

Fist. Melee Attack +18 (agile, finesse, free hand, nonlethal, unarmed) 3d8+3 bludgeoning damage.

Flurry of Blows. As a single action once per round, a prison warden can make a total of four attacks with their fist.


Equipment

  • Half Plate

Build Notes

Heritage

  • Ability Boost (Talented)
  • Alluring Immunities
  • Magical Resistance
  • Speed

Traits (Total Spent: 159, Possible Points: 0 Unspent)

  • Ability Score Boost (Strength x3, Dexterity x3)
  • Abundant Step
  • Additional Strike
  • Armor Proficiency (Heavy, Light, Medium)
  • Armor Training (x4)
  • Flurry of Blows (x3)
  • Improved Initiative
  • Ki Pool
  • Saving Proficiency
  • Skill Proficiency (Acrobatics, Athletics, History, Insight, Medicine, Perception, Society, Stealth, Survival)
  • Stunning Fist (x6)
  • Unarmed Strike

Non-Accessible

  • Extra Hit Dice
  • Full resistance against effects with the magical tag