The Ninth Warden
Medium undead, lawful evil
The warden of the ninth tower did not abandon his post and has not been relieved of it. He still issues the watch through the lamp-glass, and what receives the orders is whatever is currently wearing a keeper's coat — tallow-hounds, watchlings, and on bad nights the bodies of people who came to the tower for shelter and were issued a uniform.
Armor Class 16 (keeper's coat and glass)
Hit Points 78 (12d8 + 24)
Speed 30 ft.
- STR
- 13 (+1)
- DEX
- 16 (+3)
- CON
- 15 (+2)
- INT
- 14 (+2)
- WIS
- 16 (+3)
- CHA
- 15 (+2)
Saving Throws Cha +5, Wis +6
Skills Insight +6, Perception +6
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses darkvision 120 ft., passive Perception 16
Languages Common
Challenge 6
Traits
The Watch. Any undead or aberration within 120 feet of the warden that can see the light of his lamp automatically succeeds on saving throws against being frightened, and the warden knows what each of them can see.
Lamp-Glass. While the warden holds a lit lantern, an attacker within 30 feet has disadvantage on ranged attack rolls against him. Extinguishing the lantern requires a successful DC 14 Strength check made as an action by a creature within 5 feet.
Actions
Multiattack. The warden makes two glass-edge attacks.
Glass-Edge. Melee Attack Roll: +6, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage plus 7 (2d6) Necrotic damage.
Sound the Tower (Recharge 6). The warden turns the lamp on the marsh. Each creature of his choice within 30 feet must succeed on a DC 14 Wisdom saving throw or take 21 (6d6) Psychic damage and be unable to take reactions until the end of its next turn. On a success a creature takes half damage.
Bonus Actions
Issue the Watch. The warden gives one order to every creature affected by The Watch. Until the start of his next turn, they either move up to half their speed without provoking opportunity attacks, or take the Dodge action, or deal an extra 3 (1d6) Necrotic damage on their first hit — the warden chooses which order he gives.

