The Warden has many lengthy abilities but largely is more simple than they let on and the number and length of abilities is simply to cover all of the edge cases and fully describe abilities that don't fit cleanly into established abilities. As such a summary of their abilities is provided here.
- Blinding Aura: There is a 30% chances creatures within 120 feet can't see unless they are carrying a source of bright light in which case they see dim light within 5 feet of the source. All ignoring vision abilities.
- Inevitable Fear: Creatures within 120 feet, must make a Will save, DC 36. On a success they are shaken and on a failure they frightened. Creatures that are normally resistant or immune to fear have penalties instead.
- Powerful Scent: Its like scent but with longer range and, as a move action, can be used to discover a creature's square within 20'.
- Powerful Slam: All effects are included in their attacks. The Warden's slam attack has more damaging crits and crits more often, in addition to having a larger dice.
- Sculk-Speech: Warden can speak to each other and other sculk contructs as long as they are within range of each other's vibration sense. Wardens can tell each other which square a creature is in.
- Sonic Boom: Full round action ranged attack that automatically hits (if the warden knows what square the target is in), goes through walls, deals 5d6 times 3 sonic damage.
- Soul Identification: If the warden attacks a creature or a creature does something to the warden, the warden knows what square they are in without being limited to their normal senses.
- Soul Trap: If a creature is knocked to 0 or fewer hitpoints or dies for other reasons within 80 feet, their soul is trapped in the warden, they start taking negative levels, the warden gets fast healing, and the warden gets a +2 strength bonus.
- Stone Burrow: The warden can burrow through stone.
- Terrifying Leap: The warden can jump really high and far, can attack a creature while in the air, and damages creature it lands on.
- Vibration Sense: The warden can sense the location of moving or noisy objects but can't tell anything else about them.
- Blind-Fight feats: The warden only has a 20% chance to miss because he can't see and can't roll twice and take the better result. (Effectively a 4% chance of failure.)
Summary: The warden hits really hard, can't see but can sense movement and noises and can knows the location of any creature that actually gets into a fight with it, makes it hard for other creatures to see (ignoring sight abilities), makes creatures afraid (ignoring resitances), traps the souls of creatures it kills, and can jump to reach high up areas or to strike flying creatures.
Wardens are generally found patrolling though the rock near sculk catalysts or beneath the ruins of the ancient cities that seem to be the sorce of the sculk. Wardens won't often be encountered randomly however, rather a network of sculk constructs generally work together to alert the warden of the presence of an intruder.
Sculk catalysts can be found throughout the ancient cities and scattered through the surrounding cave networks. Creatures that die within 120 feet of a sculk catalyst have their soul drawn in which is used as fuel to spread the strange sculk substance and generate new sculk constructs.
The most commonly generated type of construct are known as sculk sensors. Sculk sensors have vibration sense and are treated as having a perception bonus of +40. If a sculk sensor detects what it believes to be an intruder it will notify other sculk contructs that can hear of the creature's position.
Sculk shriekers are rarer and are used to call a warden to the location. While they do have vibration sense, sculk shriekers do not have a perception modifier and rely on sensors to inform them of intruders. Once notified, a sculk shrieker will let out a wail from the souls trapped within that can be detected by a warden from quite far away.
At which point any nearby warden will begin sprinting through the ground before clawing it way out of the ground below the area and beginning its search. After successfully slaying the intruders, a warden will generally proceed to deposit a portion of the collected souls into a nearby catalyst to grow more sculk.
Despite their name and behavior, all sculk constructs are treated as being undead. Sculk catalysts, sensors, and shriekers have an AC of 5, hardness 5, and 120 hit points.
Souls that are absorbed by sculk catalysts are harder to retrieve and may be impossible as they are physically changed and corrupted to form the sculk and sculk constructs. If the region of sculk or sculk catalyst that was generated from the soul is destroyed, a true resurrection, wish, or miracle may be used to restore the creature to life, otherwise they are destroyed similar to slaying an outsider. A true resurrection, wish, or miracle may also be used to restore the soul and allow them to enter the river of souls without fully resurrecting them. Spells that are able to consume or draw power from souls can consume a portion of sculk instead.