Wishing Well Warden
Armor Class 15 (stone-and-chain mail)
Hit Points 45 (6d8+18)
Speed 25 ft.
Saving Throws Con +5, Wis +4
Skills Insight +4, Persuasion +5
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 14
Languages Common, Primordial
Challenge 2 (450 XP) Proficiency Bonus +2
Actions
Bonus Actions
Reactions
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"Speak plainly, strike fairly, and pay what you promised. The water remembers." โ Warden Orlena
Lore & Description
Appearance
The Wishing Well Warden rises from a circular stone well like a knight assembled from masonry, black water, and rusted iron. Its torso is a squat tower of moss-flecked blocks, its head a silver-rimmed bucket with a single glowing coin where an eye should be, and its arms end in lengths of wet chain. Water constantly spills from the cracks in its body without ever forming a puddle. Coins, rings, teeth, and tiny scraps of parchment glimmer beneath its translucent surface.
Behavior & Origins
The warden was built by Saint Orlena, a village judge who believed desperate people deserved one honest miracle, but never a consequence-free one. It grants modest wishes exactly as spoken, then keeps the wisher as its sworn attendant until the wish's cost is paid. Most bound wishers are not prisoners in the usual sense: they draw water, repair roads, and help others who come seeking miracles. The warden wants a stolen gold key returned to the dry well beneath the abandoned courthouse of Bellweather. Its last keeper vanished with the key after wishing to be free.
Running Wishing Well Warden
Tactics
The warden begins by stating its rules and offering Grant the Lesser Wish, preferring negotiation over violence. It uses Chain of Covenant to control oathbreakers and keeps honorable opponents at reach while using Bucket of Consequence against anyone who violates the terms. When badly wounded, it fights defensively beside the well and offers healing or safe passage in exchange for a sincere promise; it flees only if the well itself is threatened, otherwise it fights to the end.
DM Tips
- Telegraph the creature with coins bearing names, damp footprints leading nowhere, and old wishers calmly tending the well while wearing iron bracelets.
- Play the warden as formal and literal rather than cruel; it pauses to explain terms and genuinely honors agreements.
- Make its rules explicit before combat so the consequences feel fair, not arbitrary.
- For a weaker party, remove the damage from Fair Terms; for a stronger party, let the warden use Grant the Lesser Wish twice per day and give it 15 additional hit points.
Loot
- Orlena's Silver Coin — A tarnished silver coin stamped with a balanced scale. When placed in a well, it reveals whether the speaker's next promise is sincere, though it cannot compel honesty.
- Iron Bracelet of the Bound — A plain iron bracelet bearing a name inside its rim. It can be used to locate the named former wisher once, but doing so alerts the Wishing Well Warden to the wearer's location.
- The Dry Well Key — A small gold key crusted with salt and rust, sought by the warden. It opens the courthouse well in Bellweather and may release several forgotten wishers.