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Wishing Well Warden

Medium Elemental, Lawful Neutral


Armor Class 15 (stone-and-chain mail)

Hit Points 45 (6d8+18)

Speed 25 ft.

STR 16 (+3)
DEX 10 (+0)
CON 16 (+3)
INT 12 (+1)
WIS 14 (+2)
CHA 16 (+3)

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


Keeper of the Exact Word. The warden knows when a creature within 60 feet knowingly breaks a promise or materially twists the terms of an agreement made with it. The warden has advantage on attack rolls against such a creature until the end of the warden's next turn.
Fair Terms. Before combat, the warden announces its rules in plain language: no attacks against restrained or unconscious creatures, no harm to bystanders, and no fleeing after accepting its challenge. A creature that knowingly violates one of these rules takes 7 (2d6) psychic damage and has disadvantage on its next attack roll before the end of its next turn. The warden never suffers this penalty.
Wish-Toll. A creature that willingly speaks a wish into the warden's well becomes bound to it until the wish is fulfilled or the warden is destroyed. The warden always knows the direction and distance to a bound creature while it is on the same plane, and the creature cannot willingly move more than 1 mile from the well unless it succeeds on a DC 13 Charisma saving throw.
Innate Spellcasting. Wishing Well Warden's spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, The warden requires no material components.:
1/day each: calm emotions
3/day each: command, lesser restoration
At will: guidance, thaumaturgy

Actions

Multiattack. The warden makes two Chain of Covenant attacks.
Chain of Covenant. Melee weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d8+3) bludgeoning damage. If the target is a creature that has knowingly broken one of the warden's announced rules or violated a promise made to the warden, it must succeed on a DC 13 Strength saving throw or be restrained by the chain until the end of its next turn.
Bucket of Consequence. Ranged weapon Attack: +5 to hit, range 30/90 ft., one creature. Hit: 10 (2d6+3) bludgeoning damage. The warden hurls a spectral iron bucket filled with dark well water. If the target has broken a rule or promise, it must also succeed on a DC 13 Wisdom saving throw or be frightened of the warden until the end of its next turn.
Grant the Lesser Wish (1/Day). The warden offers one creature within 30 feet a choice: regain 10 hit points, end one condition affecting it, or teleport to an unoccupied space within 30 feet. The creature must accept the benefit aloud, and doing so makes it bound by Wish-Toll if it was not already. A creature that refuses suffers no effect.

Bonus Actions

Rattle the Chains. The warden chooses one creature bound by Wish-Toll within 60 feet. That creature must succeed on a DC 13 Wisdom saving throw or be unable to willingly move closer to any space other than the warden until the start of the warden's next turn.

Reactions

Due Process. When a creature within 10 feet attacks the warden, the warden imposes a brief pause, demanding that the attacker name its grievance. The attacker must succeed on a DC 13 Charisma saving throw or the attack misses. A creature that succeeds is immune to this reaction for 24 hours.

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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.

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Wishing Well Warden

Generation Info

Original prompt:
"CR 2: A well that grants wishes but keeps the wishers. It fights fair and expects the same, with consequences for those who don't."

Created: Oct 9, 2026
Modified: Oct 25, 2026

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