Image promptmedium undead chain warden, rusted blood-caked plate fused to rotted flesh, dozens of long barbed animate chains coiling from its arms, hooking and dragging, standing in ruined prison-crypt rubble, broken cells, shattered manacles, rust-stained stone, cold grey light shafts through caved ceiling, menacing lockdown pose, rust and iron-grey palette, dark fantasy, grimdark, painterly digital art, dramatic chiaroscuro lighting, muted desaturated palette with corrupted-crimson accents, weathered post-Cataclysm atmosphere, intricate high detail, cinematic composition

Chain Warden

Medium Undead, Lawful Evil
CR 5SoldierDungeon / Structure
AC 17 (rusted armor)
HP 104 (16d8 + 32)
Speed 30 ft.
STR
18
+4
save +7
DEX
14
+2
save +2
CON
15
+2
save +2
INT
9
−1
save −1
WIS
13
+1
save +4
CHA
12
+1
save +1
Skills Athletics +7, Perception +4
Resistances Cold, Necrotic; Piercing
Immunities Poison; Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 60 ft.; Passive Perception 14
Languages Common

Traits

Chain Reach. The Chain Warden's chains extend. Its melee attacks have 15 feet of reach.

No Escape. A creature the Chain Warden has Grappled can't teleport away from it and can't travel to another plane.

Warden's Vigil. The Chain Warden can take two Reactions per turn (but can't use the same Reaction twice).

Actions

Multiattack. Makes two Chain Lash attacks.

Chain Lash. Melee Attack Roll: +7, reach 15 ft. Hit: 13 (2d8 + 4) Bludgeoning damage, and the target makes a DC 15 Strength save. Failure: The target is pulled 10 feet toward the Chain Warden and becomes Grappled (escape DC 15).

The Chain Warden can keep two creatures Grappled at once.

Bind and Break (Recharge 5–6). The Chain Warden wraps chains around all creatures it has Grappled. Each makes a DC 15 Strength save.

  • Failure: 22 (4d10) Bludgeoning damage, and the target becomes Restrained (escape DC 15). A Restrained target also can't break free of the Chain Warden's Grapple.
  • Success: Half damage, not Restrained.

Reactions

Yank Back. When an enemy within 15 feet of the Chain Warden moves away from it: the Chain Warden makes a Chain Lash attack. On a hit, the target's movement ends immediately.

Chain Guard. When an enemy within 15 feet of the Chain Warden attacks a target other than the Chain Warden: that enemy makes a DC 15 Strength save. Failure: Its attack is made with Disadvantage (a chain yanks its arm).


How to Use

The Chain Warden is the most aggressive Soldier. Where the Bulwark Golem says "I won't let you through," the Chain Warden says "I'll pull you here."

Loop:

  1. Chain Lash — 15-foot reach, pulls the target 10 feet and Grapples it. Is the Rogue in the back? Not anymore.
  2. A Grappled target can't teleport (No Escape) — Misty Step doesn't work.
  3. Yank Back — anyone trying to flee is stopped.
  4. Chain Guard — anyone who ignores the Chain Warden and attacks someone else gets Disadvantage.
  5. Bind and Break — everyone Grappled becomes Restrained.

Warden's Vigil is critical: two Reactions means both Yank Back and Chain Guard can be used in the same turn. This makes the Chain Warden a true line-holder.

How the party wins: Attacking from range — outside 15 feet the Chain Warden is helpless (Speed 30, but no Chain Lash). Or filling its two Grapple slots with decoys (it can only hold 2 Grapples, so a third person is free).