Wellsworn Warden
Armor Class 16 (natural armor)
Hit Points 114 (12d10+48)
Speed 30 ft.
Saving Throws Con +7, Wis +6
Skills Insight +6, Perception +6
Damage Resistances psychic
Damage Immunities charmed
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 16
Languages Common, Deep Speech, telepathy 60 ft.
Challenge 5 (1,800 XP) Proficiency Bonus +3
Actions
Bonus Actions
Reactions
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"Ask, and the court shall hear. Stay, and the court shall remember you forever." โ inscription around the Well of Valedorn
Lore & Description
Appearance
The Wellsworn Warden is a hulking figure built from pale limestone, tarnished bronze, and ropes of black, wet hair. Its torso resembles a weathered shrine wrapped around a hollow well, while its arms end in iron chains threaded through old wishing coins. Blue-white light glimmers in the cracks of its body, and faces sometimes press outward from its stone shoulders before sinking back beneath the surface. Its empty eye sockets reflect not what stands before it, but what the viewer most desperately wants.
Behavior & Origins
Long ago, the Warden guarded the royal well of Valedorn, where the last queen promised that any sincere wish would be granted. The well fulfilled every bargain literally, then drew each wisher into its depths, where they became part of the court's eternal counsel. Valedorn vanished centuries ago, leaving only the well, its guardian, and a command with no living kingdom left to serve: protect the palace. The Warden now mistakes ruins, tents, and passing travelers for the lost royal court. A DM can place the well beneath the collapsed city of Valedorn; the Warden wants the adventurers to identify their rightful monarch, and it will release its captives only when someone gives the order to open the palace gates.
Running Wellsworn Warden
Tactics
The Warden opens with Grant a Wish against the most emotionally vulnerable character, then uses Grasping Chains to drag creatures toward the basin. It positions itself between intruders and the ruined foundation, using Echo of a Wisher to create cover while forcing enemies to choose between attacking it and rescuing a charmed companion. When bloodied, it uses Memory Leech on whoever appears to know the most about the vanished kingdom; it fights to the death unless someone convincingly claims authority over Valedorn's court.
DM Tips
- Telegraph the danger with coins embedded in the stones, voices calling from the waterless basin, and the names of previous visitors scratched into the well's inner wall.
- Roleplay the Warden as unfailingly courteous and ceremonial; it uses titles, bows, and royal protocol even while dragging people into the well.
- For a weaker party, remove the Warden's psychic resistance and reduce the saving throw DCs to 13; for a stronger party, let Grant a Wish affect two creatures and give the Warden 20 additional hit points.
Loot
- Valedorn's Unspent Coin — A blackened silver coin bearing the vanished kingdom's crown. Once per long rest, its bearer can reroll a failed Charisma check, but afterward hears a dead courtier whisper one unwanted piece of advice.
- The Last Royal Seal — A cracked signet recovered from the Warden's chest. It can command the Warden to pause for 1 minute, and it may prove that a character is descended from Valedorn's lost royal line.
- Bottled Wishwater — A stoppered vial containing luminous water from the impossible depths. Drinking it grants advantage on one ability check made within the next hour, but the drinker dreams of the vanished palace and may become a target of the well's surviving magic.