Chain Warden - CR15 Construct
Someday, love will find you. Break those chains that bind you.
Artwork is the Chain Golem from the D&D 3e Monster Manual 2, copyright TSR and Wizards of the Coast.
Chain wardens are constructs designed to guard high-level magical prisons, and to capture and re-imprison both escapees and intruders. Obviously, any reasonably combat-capable creature is a perfectly good guard, but I wanted to create something that was very explicitly prison-themed. D&D 3.5e's chain golems were a nice starting point, but way too low level for what I wanted to go for.
Chain Warden - CR 15
This huge tangled mass of chains rattles as it moves across the ground. Dozens of manacles, hooks, and spikes are attached to the ends of the chains.
XP 51,200 N Huge construct Init +4 Senses see in darkness, see invisibility; Perception +12 Aura containment field (50 ft.)
DEFENSE
AC 29, touch 12, flat-footed 25 (+4 Dex, +17 natural, -2 size) hp 195 (21d10+80); fast healing 15 Fort +15, Ref +11, Will +9 DR 15/adamantine and slashing Immune construct traits Resist cold 30, sonic 30
OFFENSE
Speed 20 ft. Melee +1 cold iron spiked chain +27 (3d6+8 and fettered curse) Melee +1 cold iron spiked chain +21/+16/+11/+6 (3d6+8 and fettered curse) and 3 +1 cold iron spiked chains +17/+17/+17 (3d6+4 and fettered curse) Space 15 ft.; Reach 15 ft. (20 ft. with spiked chain) Special Attacks fettered curse
Spell-like Abilities (CL 18th; concentration +13) Constant—clarion call, see invisibility 1/day—ironcage (DC 17; see text) At will—alarm, open/close, quickened reach shackle (DC 22), wizard lock
STATISTICS
Str 24, Dex 18, Con —, Int —, Wis 14, Cha 10 Base Atk +21; CMB +29; CMD 43 Skills Perception +12, Stealth -14; Racial Modifiers -10 Stealth, +10 Perception SQ cold iron construction, spiked chain mastery
SPECIAL ABILITIES
Cold Iron Construction (Ex) A chain warden's entire body counts as magical cold iron. In addition to the normal effects of cold iron, this grants it a +40 bonus to its hit points and a +8 bonus to Fortitude saves; these bonuses are already included in its statistics above.
Containment Field (Su) A chain warden emits a 50-foot radius aura that makes leaving its presence or attacking beyond the boundary of this aura difficult. Any creature other than a chain warden within this aura has all of its movement speeds halved, and treats targets as having concealment (a 50% miss chance) when making a ranged attack against a target outside of the aura.
Fettered Curse (Su) Once per round, when a chain warden hits a creature with a melee attack with a spiked chain, it can attempt to inflict a curse on the target. The target must succeed on a DC 22 Will save against a curse effect or become permanently cursed with the fettered curse. A creature cursed in this way is entangled and cannot fly, swim, or teleport. The chain warden that inflicted the curse can spend a move action to attempt to teleport a cursed target to a space adjacent to it. A DC 22 Will save resists the teleportation effect. If the space the target appears in is in midair, the target can make a DC 22 Reflex save to avoid taking falling damage and landing prone. The save DCs are Constitution-based and include a +2 racial bonus.
Ironcage (Sp) Once per day, as a standard action, as a spell-like ability, a chain warden can create a cage made of magical cold iron in the shape of a 20-ft. cube, which lasts for 24 hours. It can create this cage within close range (typically 70 ft.), and any creatures or objects within the area of the cage are trapped inside unless they succeed at a DC 17 Reflex save. A creature that succeeds on this saving throw can immediately move out of the way. If the cage is created in midair, both the cage itself and any trapped targets take falling damage as the cage plummets to the ground (the cage's hardness applies against this falling damage, as normal).
This cage is made of bars that are half an inch wide, with half-inch gaps between them. Any creature capable of passing through such a small space can escape; others are confined within the barred cage. It's impossible to attack a creature in a barred cage with a weapon unless the weapon can fit between the gaps. Even against such weapons (including arrows and similar ranged attacks), a creature in the barred cage has cover. All spells and breath weapons can pass through the gaps in the bars.
The barred cage has 14 hardness and 35 hit points, and a break DC of 30, as if made of cold iron with a +2 enhancement bonus. The cage weighs 3000 lbs. (too heavy for a chain warden to carry in combat, but possible for it to stagger around with or drag).
Treat this as a 7th-level conjuration (creation) spell. The spell is dismissable. Spell resistance does not apply.
Quickened Reach Shackle (Sp) At will, as a swift action, a chain warden can cast shackle as a spell-like ability as if it were modified by Reach Spell and Quicken Spell metamagics. It gains a +10 racial bonus to the DC of this spell-like ability.
The manacles or fetters summoned by this spell-like ability are enhanced as though an emerald with a value of 2000 gp were used as a material component, giving them hardness 30, 60 hit points, immunity to being broken with a Strength check, and a dimensional anchor effect with a duration of 18 minutes.
Spiked Chain Mastery (Ex) A chain warden's melee attacks count as +1 cold iron spiked chains (and can be used as such by other creatures once the chain warden is destroyed), and the chain warden can reach an additional 5 ft. when attacking with them. It can attack with up to four spiked chains when making a full-attack action, making iterative attacks with one of them and treating the others as off-hand attacks with three other limbs.
A chain warden can use these spiked chains to perform grapple, drag, and reposition maneuvers, performing these maneuvers in place of a melee attack and using the weapon's reach and magical bonus when doing so. It does not provoke an attack of opportunity when performing a combat maneuver with a spiked chain.
A chain warden can choose to deal nonlethal damage with its spiked chains with no penalty.
















