Ferrumblight Warden

The Ferrumblight Warden is a formidable construct, a relic of a forgotten age in Astraeon's history. Standing tall amidst the ruins of a city that once seamlessly blended the arcane with the mechanical, the Warden is a haunting embodiment of this lost era.

### **Appearance**

The Ferrumblight Warden is an imposing figure, crafted from the same rusted, corroded metal that marks the remnants of its birthplace. Its form is a patchwork of ancient armor plates, interwoven with pulsating veins of arcane energy. The Warden's stature is both majestic and menacing, a towering sentinel of a bygone civilization.

### **Aura**

The Warden exudes an aura of power and decay. Its presence is an eerie reminder of the catastrophic events that led to the creation of the Ferrumblight. The air around it crackles with latent magical energy, and its movements, though precise, carry the weight of centuries.

### **Behavior**

The Ferrumblight Warden, despite its imposing appearance, moves with a purpose and intelligence that belies its mechanical nature. It is not merely a guardian of ruins but an active enforcer of the will of its long-gone creators. It roams the desolate landscapes, driven by directives embedded deep within its arcane core.

### **Legacy**

As a Ferrumblight Warden, it is a rare and formidable opponent, a direct link to the catastrophic fusion of magic and technology that defines the Ferrumblight lineage. Encounters with a Warden are not just physical battles but confrontations with a piece of Astraeon's forgotten history.

## **Statblock: Ferrumblight Warden (CR 15)**

*Large construct (Ferrumblight, magical), neutral*

**Armor Class:** 18 (natural armor)

**Hit Points:** 250 (20d10 + 140)

**Speed:** 30 ft.

**Saving Throws:** Dex +5, Con +12, Wis +8

**Skills:** Arcana +9, History +9

**Damage Resistances:** Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

**Damage Immunities:** Poison, Psychic

**Condition Immunities:** Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

**Senses:** Darkvision 120 ft., passive Perception 13

**Languages:** Understands the languages of its creator but can't speak

**Special Traits:**

* **Legendary Resistance (3/Day):** If the Warden fails a saving throw, it can choose to succeed instead.
* **Magic Resistance:** The Warden has advantage on saving throws against spells and other magical effects.
* **Magic Weapons:** The Warden's weapon attacks are magical.

**Actions:**

* **Multiattack:** The Warden makes two slam attacks.
* **Slam:** *Melee Weapon Attack:* +12 to hit, reach 10 ft., one target. *Hit:* 18 (2d10 + 7) bludgeoning damage.
* **Arcane Burst (Recharge 5–6):** The Warden emits a burst of magical energy in a 20-foot radius. Each creature in that area must make a DC 17 Dexterity saving throw, taking 35 (10d6) force damage on a failed save, or half as much damage on a successful one.
* **Animate Constructs (1/Day):** The Warden animates up to two dormant machines within 60 feet of it. The machines act as allies of the Warden and have the same statistics as an Iron Golem but cannot use the Poison Breath action.

**Legendary Actions:**

The Warden can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Warden regains spent legendary actions at the start of its turn.

* **Detect:** The Warden makes a Wisdom (Perception) check.
* **Arcane Shot (Costs 2 Actions):** The Warden makes a ranged spell attack (+9 to hit) against a target it can see within 60 feet of it, dealing 15 (3d8 + 4) force damage on a hit.
* **Teleport (Costs 3 Actions):** The Warden magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.

## **Statblock: Ferrumblight Arcane Warden (CR 17)**

*Large construct (Ferrumblight, magical), neutral*

**Armor Class:** 18 (natural armor)

**Hit Points:** 250 (20d10 + 140)

**Speed:** 30 ft.

**Saving Throws:** Dex +5, Con +12, Wis +8, Int +10

**Skills:** Arcana +11, History +11

**Damage Resistances:** Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

**Damage Immunities:** Poison, Psychic

**Condition Immunities:** Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

**Senses:** Darkvision 120 ft., passive Perception 13

**Languages:** Understands the languages of its creator but can't speak

**Special Traits:**

* **Legendary Resistance (3/Day):** If the Warden fails a saving throw, it can choose to succeed instead.
* **Magic Resistance:** The Warden has advantage on saving throws against spells and other magical effects.
* **Arcane Mastery:** The Warden can cast spells from the Wizard spell list.

**Spellcasting:** The Warden is a 14th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). The Warden has the following Wizard spells prepared:

* Cantrips (at will): Fire Bolt, Light, Mage Hand, Prestidigitation
* 1st level (4 slots): Detect Magic, Magic Missile, Shield
* 2nd level (3 slots): Mirror Image, Misty Step
* 3rd level (3 slots): Counterspell, Fireball
* 4th level (3 slots): Ice Storm, Stoneskin
* 5th level (2 slots): Cone of Cold, Wall of Force
* 6th level (1 slot): Disintegrate
* 7th level (1 slot): Teleport

**Actions:**

* **Multiattack:** The Warden makes two Arcane Bolt attacks or uses its Arcane Burst if available.
* **Arcane Bolt:** *Ranged Spell Attack:* +11 to hit, range 120 ft., one target. *Hit:* 18 (4d8) force damage.
* **Arcane Burst (Recharge 5–6):** The Warden emits a burst of magical energy in a 20-foot radius. Each creature in that area must make a DC 17 Dexterity saving throw, taking 35 (10d6) force damage on a failed save, or half as much damage on a successful one.

**Legendary Actions:**

The Warden can take 3 legendary actions, choosing from the options below:

* **Detect:** The Warden makes a Wisdom (Perception) check.
* **Arcane Shot:** The Warden makes a ranged spell attack (+9 to hit) against a target it can see within 60 feet of it, dealing 15 (3d8 + 4) force damage on a hit.
* **Spellcast (Costs 2 Actions):** The Warden casts one of its spells.