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Wellsworn Warden

Large Monstrosity (wishbound, shapechanger), Lawful Neutral


Armor Class 16 (natural armor)

Hit Points 114 (12d10+48)

Speed 30 ft.

STR 18 (+4)
DEX 12 (+1)
CON 18 (+4)
INT 10 (+0)
WIS 16 (+3)
CHA 16 (+3)

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


The Well Keeps What It Grants. A creature that drinks from or reaches into the Warden's stone basin must succeed on a DC 15 Charisma saving throw or become wishbound for 24 hours. While wishbound, the creature cannot willingly move more than 60 feet from the Warden and hears the Warden's thoughts as whispered suggestions. The creature can repeat the saving throw at the end of each of its turns after taking damage from the Warden, ending the effect on a success.
False Fulfillment. The Warden can perfectly imitate the voice and mannerisms of any creature currently wishbound to it. A creature that hears the imitation has disadvantage on its next saving throw against The Well Keeps What It Grants.
Guardian of the Absent Court. The Warden has advantage on saving throws against effects that would move it, banish it, or teleport it. It cannot willingly leave the area within 30 feet of the dry, cracked foundation it protects.
Innate Spellcasting. Wellsworn Warden's spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
1/day each: major image
3/day each: command, suggestion
At will: minor illusion, thaumaturgy

Actions

Multiattack. The Warden makes two Grasping Chain attacks and one Memory Leech attack.
Grasping Chain. Melee weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 13 (2d8+4) bludgeoning damage. If the target is Large or smaller, it must succeed on a DC 15 Strength saving throw or be pulled up to 10 feet toward the Warden. A creature pulled within 5 feet of the basin becomes subject to The Well Keeps What It Grants.
Memory Leech. Melee spell Attack: +7 to hit, reach 5 ft., one creature. Hit: 17 (3d8+4) psychic damage. The target must succeed on a DC 15 Wisdom saving throw or lose one cherished memory until it finishes a long rest. Until then, it has disadvantage on one type of ability check chosen by the Warden, such as checks involving a loved one, a homeland, or a former profession.
Grant a Wish (Recharge 5-6). The Warden targets one creature it can see within 60 feet that is not wishbound. The target must make a DC 15 Charisma saving throw. On a failure, the Warden offers the creature a vision of its greatest desire; the creature is charmed by the Warden for 1 minute and must use its movement on each of its turns to move toward the basin by the safest available route. The effect ends if the creature takes damage or succeeds on the save at the end of its turn. On a success, the creature is immune to this action for 24 hours.

Bonus Actions

Echo of a Wisher. The Warden manifests the translucent image of one creature that has been kept by the well. The echo appears in an unoccupied space within 30 feet and lasts until the start of the Warden's next turn. The echo can speak one sentence in the dead wisher's voice and grants the Warden half cover until it disappears.

Reactions

Not Yet. When a creature within 30 feet would move away from the basin, the Warden causes the ground to whisper that the creature's wish is almost fulfilled. The creature must succeed on a DC 15 Wisdom saving throw or have its speed reduced to 0 until the end of the current turn.

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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.

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Wellsworn Warden

Generation Info

Original prompt:
"CR 5: A well that grants wishes but keeps the wishers. It is protecting something that no longer exists."

Created: Oct 14, 2026
Modified: Oct 26, 2026

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