Monster Analysis: Warder
Thanks to @nqsoa for this art piece!
First Appearance: 3-50 Red Moon Rising
Armor Class 20
Speed 40 ft
Advantage on saving throws against magical effects
127 damage taken, 8 HDYWTDT by Laudna
Warders are huge, bulbous constructs that the Ruby Vanguard and Paragon’s Call have enlisted to aid them around the Tishtan Excavation. Presumably mass produced and mass distributed among the various entry points to the site, Warders can move heavy crates within their massive hollow forms, but also aid their allies in combat by throwing heavy cargo and unleashing a blast of fire in an area in front of it. (Like putting a flamethrower on a semitruck, we’re sure it seemed very cool at the time of design, though the implementation doesn’t exactly scream practical.)
Compared to the mage hunter golems guarding the Malleus Key (which were first seen in Campaign 2), the warders are designed not for a single concentrated purpose, but to take on many tasks at once, and none of them particularly well. If it’s any indication from the unsurprised Paragon’s Call driver who asked the party why it was down, they tend to break down often enough that they aren’t the most reliable of constructs.
In spite of its limited demonstration of its abilities, the warder did serve as a warning to what Bells Hells can expect to face deeper into the excavation site. Although its total HP is relatively low, its armor class of 20 is much higher than what the party is used to facing. Bells Hells was able to keep the alarm from going up about their arrival, but even warm-up battles such as these in D&D can soften a party up quite a bit before they face much more menacing threats. That said, based on the conclusion of the episode, the warder’s hollow body and obedient brain may also serve as the party’s way in…









