Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Languages
understands Deep Speech but can't speak, telepathy 60.0 ft (18.3 m).
Resistances & Immunities
Traits
Flyby
The wardu doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Magic Resistance
The wardu has advantage on saving throws against spells and other magical effects.
Actions
Multiattack
The wardu uses its Segmented Gaze. It then makes two proboscis attacks.
Proboscis
+7 to hit, reach 5 ft (1.5 m). Hit: 2d6+4 piercing damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage, and the wardu regains hp equal to half the damage dealt. If the target is a spellcaster, the target has disadvantage on Constitution saving throws to maintain its concentration until the end of its next turn.
Segmented Gaze
The wardu's segmented central eye flares with unstable magical energy. One creature the wardu can see within 30 feet of it must succeed on a DC 15 Constitution saving throw or suffer a random condition until the end of its next turn. Roll a d4 to determine the condition: blinded (1), frightened (2), deafened (3), or incapacitated (4).
About Wardu
Wardu is a medium aberration with a Challenge Rating of 6. It has a neutral evil alignment.
In combat, this creature maintains an Armor Class of 16 and possesses 105 hit points (derived from 14d8+42).
Wardu has communication capabilities including understands Deep Speech but can't speak, telepathy 60 ft.. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Wardu
2 tips available
GM Tips: Using Wardu
When using Wardu in your D&D 5e campaign, consider these tactical approaches:
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Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
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Telepathic Communication: This creature can communicate telepathically, making it excellent for coordination with allies. Silence spells won't stop its communication. Consider 'Mind Blank' or abilities that block telepathy.
Player Guide: Facing Wardu
2 strategies available
Player Guide: Facing Wardu
When your party encounters this creature, keep these strategies in mind:
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Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
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Telepathy Awareness: This creature communicates telepathically! It can coordinate with allies silently. Silence won't stop it. Use 'Mind Blank' or abilities that block telepathy. Be cautious of mental attacks.
Encounter Building Calculator
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 6.
Solo Encounter:
A single character of level 9 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 4,200 XP
- Hard: 6,300 XP
- Deadly: 8,400 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Wardu?
- Wardu has a Challenge Rating of 6, making it appropriate for parties of level 6.0.
- What type of creature is Wardu?
- Wardu is a Medium Aberration, which affects how certain spells and abilities interact with it.
- What languages does Wardu speak?
- Wardu can communicate in understands Deep Speech but can't speak, telepathy 60 ft..
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