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5E 5e Updates: Mythic, Epic, and Hardcore Monsters

dave2008

Legend
Sword
Large celestial (archon), lawful good
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Armor Class 16 (natural armor)
Hit Points 133 (14d10 + 56)
Speed 40 ft., fly 90 ft.
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STRDEXCONINTWISCHA
20 (+5)16 (+3)17 (+3)16 (+3)17 (+3)18 (+4)
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Savings Throws Con +8, Wis +7, Cha +8
Skills Acrobatics +7, Intimidation +9, Perception +7
Damage Resistances radiant; bludgeoning, piercing, and slashing that is nonmagical
Damage Immunities lightning
Condition Immunities petrified
Senses darkvision 120 ft., passive Perception 17
Languages All, telepathy 120 ft.
Challenge 10 (5,900 XP)
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Arm Blades. The sword archon can use a bonus action to transform its hands into flaming swords or back into hands.

Aura of Menace. The first time an enemy of the archon comes within 30 feet of it or starts its turn in that radius, it must make a DC 16 Wisdom check or become frightened of the archon for 1 minute, or until it takes damage. Attack roles against a frightened enemy have advantage.

Celestial Weapons. The archon’s weapon attacks are magical. When the archon hits with any weapon, the weapon deals an extra 1d8 radiant damage (included in the attack).

Dive. If the archon is flying and dives at least 30 feet straight towards a target and then hits it with a melee weapon attack, that attack deals an extra 9 (2d8) damage to the target.

Innate Spellcasting. The archon’s spell casting ability is Charisma (spell save DC 16, +8 to hit with attack spells). I can innately cast the following spells requiring no components:

At will: aid, continual flame, detect evil and good
3/day each: cure wounds (4th level), protection from evil and good, dispel magic
1/day each: banishment, bless, teleport

Magic Resistance (3/day). The archon has advantage on saving throws against spells and magical effects.

ACTIONS
Multiattack.
The archon makes two arm blade attacks..

Arm Blade. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8+5) slashing damage plus 7 (2d6) fire damage and 4 (1d8) radiant damage.

Flyby Furry (Recharge 4-6). The archon moves up to its speed and makes one arm blade attack against each creature within its reach during the move. When the archon moves away from a creature it has just attacked, it does not provoke opportunity attacks from that creature.

REACTIONS
Parry.
The archon adds 4 to its AC against one melee or ranged attack that would hit it. To do so the archon must see the attacker and have its hands transformed into arm blades.
 
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dave2008

Legend
Trumpet
Medium celestial (archon), lawful good
1602843382774.png

Armor Class
20 (natural armor)
Hit Points 190 (20d8 + 100)
Speed 30 ft., fly 90 ft.
1602843379323.png

STRDEXCONINTWISCHA
21 (+5)18 (+4)20 (+5)18 (+4)20 (+5)22 (+6)
1602843392938.png

Savings Throws Con +10, Wis +10, Cha +11
Skills Insight +9, Perception +10, Persuasion +11, Religion +10
Damage Resistances necrotic, radiant; bludgeoning, piercing, and slashing that is nonmagical
Damage Immunities lightning
Condition Immunities exhaustion, frightened, petrified
Senses darkvision 120 ft., passive Perception 20
Languages All, telepathy 120 ft.
Challenge 13 (10,000 XP)
1602843395006.png

Aura of Menace. The first time an enemy of the archon comes within 40 feet of it or starts its turn in that radius, it must make a DC 18 Wisdom check or become frightened of the archon for 1 minute, or until it takes damage. Attack roles against a frightened enemy have advantage.

Celestial Weapons. The archon’s weapon attacks are magical. When the archon hits with any weapon, the weapon deals an extra 3d8 radiant damage (included in the attack).

Elusive. Unless the archon is incapacitated, attack rolls against it cannot have advantage.

Innate Spellcasting. The archon’s spell casting ability is Charisma (spell save DC 18, +10 to hit with attack spells). I can innately cast the following spells requiring no components:

At will: aid, continual flame, detect evil and good, dispel magic
3/day each: cure wounds (5th level), protection from evil and good
1/day each: banishment, blade barrier, bless, teleport

Magic Resistance. The archon has advantage on saving throws against spells and magical effects.

Rally. The archon chooses one friendly creature that can see or hear it and uses a bonus action to bolsters its resolve. The creature gains 12 (1d12 + 6) temporary hit points. The hit points remain until the end of the archon’s next turn, or until they are expended.

Trumpet. The archon’s trumpet is capable of producing divine music of incredible beauty or paralyzing awe when played by archon. In addition, the archon can transform the trumpet into a greatsword and back again as a bonus action.

The trumpet transforms into a useless chunk of metal when not in the possession of its owner.

ACTIONS
Multiattack.
The archon makes two melee attacks.

Greatsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage plus and 13 (3d8) radiant damage.

Trumpet (recharge 6). The archon blows its trumpet, and all creatures within 120 feet of the archon that can hear it, and that the archon wishes, must make a DC 19 Charisma saving throw or be paralyzed for 1 minute. A paralyzed creature can make another saving throw at the end of each of its turns, ending the effect on itself on a success.

Celestial Lightning (recharge 5-6). The archon magically creates and bolt of lightning that arcs from it to a target it can see within 90 feet it. The bolt continues to jump to additional targets within 30 feet of each previous target. It makes three jumps or until there is no target within range. Each target must make a DC 16 Dexterity saving throw, taking 35 (6d10) lightning damage on a failure or half as much damage on a success; or it regains 35 (6d10) hit points, the archon’s choice.

REACTIONS
Inspire.
The archon chooses one friendly creature that can see or hear it and will miss with an attack roll. The creature gains a +6 (1d12) bonus to the triggering attack role. If the attack is a hit, the archon can choose to change the attacks damage type to radiant damage.
 
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dave2008

Legend
Throne
Large celestial (archon), lawful good
1602844290749.png

Armor Class 20 (+2 plate armor)
Hit Points 247 (21d10 + 126)
Speed 40 ft., fly 120 ft.
1602844289740.png

STRDEXCONINTWISCHA
25 (+7)21 (+5)22 (+6)20 (+5)22 (+6)24 (+7)
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Savings Throws Con +12, Wis +12, Cha +13
Skills Insight +11, Perception +12, Persuasion +13, Religion +12
Damage Resistances necrotic, radiant; bludgeoning, piercing, and slashing that is nonmagical
Damage Immunities lightning
Condition Immunities charmed, exhaustion, frightened, petrified
Senses darkvision 120 ft., truesight 60 ft., passive Perception 22
Languages All, telepathy 120 ft.
Challenge 17 (18,000 XP)
1602844287836.png

Aura of Menace. The first time an enemy of the archon comes within 50 feet of it or starts its turn in that radius, it must make a DC 20 Wisdom check or become frightened of the archon for 1 minute, or until it takes damage. Attack roles against a frightened enemy have advantage.

Celestial Weapons. The archon’s weapon attacks are magical. When the archon hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).

Flyby Attack. When the archon flies at least 20 feet before attacking a target, it doesn’t provoke an opportunity when it flies out of reach of that same target.

Innate Spellcasting. The archon’s spell casting ability is Charisma (spell save DC 20, +12 to hit with attack spells). I can innately cast the following spells requiring no components:

At will: aid, continual flame, detect evil and good, dispel magic
3/day: banishment, cure wounds (6th level), greater restoration, protection from evil and good, teleport
1/day each: banishing smite, blade barrier, bless, resurrection

Magic Resistance. The archon has advantage on saving throws against spells and magical effects.

Greatsword. The archon’s greatsword acts as a vorpal sword while in the archon’s possession. In addition, the archon can use a bonus action to instantly summon its sword back to its hand.

ACTIONS
Multiattack.
The archon makes two melee attacks or three light ray attacks.

Greatsword. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 21 (4d6+7) slashing damage plus 18 (4d8) radiant damage.

Light Ray. Ranged Spell Attack. +12 to hit, range 180 ft., one target. Hit. 14 (4d6) radiant damage.

Penitentiary Gaze. The archon targets one non-lawful good creature it can see within 120 feet of it. If the target can see the archon, the target must succeed on a DC 20 Wisdom saving throw. On a failed save the creature is consumed with remorse and is paralyzed for 1 minute. A paralyzed creature can make another saving throw at the end of each of its turns. On a success the effect ends for it and it gains one level of exhaustion.

Celestial Lightning (recharge 5-6). The archon magically creates and bolt of lightning that arcs from it to a target it can see within 120 feet of it. The bolt continues to jump to additional targets within 60 feet of each previous target. It makes three jumps or until there is no target within range. Each target must make a DC 20 Dexterity saving throw, taking 45 (8d10) lightning damage on a failure or half as much damage on a success; or it regains 45 (8d10) hit points, the archon’s choice.

Teleport. The archon magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

REACTIONS
Parry.
The archon adds 4 to its AC against one melee or ranged attack that would hit it. To do so the archon must see the attacker and have a melee weapon or shield.

LEGENDARY ACTIONS
The archon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. If the archon has unspent legendary actions at the end of the round, it may spend and immediately use its remaining legendary actions. The archon regains spent legendary actions at the start of its turn.

Spellcasting. The archon casts an at will spell.
Teleport. The archon uses its Teleport action.
Light Ray (Cost 2 Actions). The archon makes a Light Ray attack.
 
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dave2008

Legend
Throne General
Large celestial (archon), lawful good
1602895912423.png

Armor Class 21 (+3 plate armor)
Hit Points 247 (21d10 + 126)
Speed 40 ft., fly 120 ft.
1602895913676.png

STRDEXCONINTWISCHA
25 (+7)21 (+5)22 (+6)23 (+6)22 (+6)25 (+7)
1602895915157.png

Savings Throws Con +12, Int +12, Wis +12, Cha +13
Skills Insight +11, Perception +12, Persuasion +13, Religion +12
Damage Resistances necrotic, radiant; bludgeoning, piercing, and slashing that is nonmagical
Damage Immunities lightning
Condition Immunities charmed, exhaustion, frightened, petrified
Senses darkvision 120 ft., truesight 60 ft., passive Perception 22
Languages All, telepathy 120 ft.
Challenge 17 (18,000 XP)
1602895916330.png

Aura of Menace. The first time an enemy of the archon comes within 50 feet of it or starts its turn in that radius, it must make a DC 20 Wisdom check or become frightened of the archon for 1 minute, or until it takes damage. Attack roles against a frightened enemy have advantage.

Blessing of Celestia (Mythic Trait, recharges after a short or long rest). If the archon is reduced to 0 hit points, it doesn’t die or fall unconscious. Instead, all conditions and effects the archon is suffering end for it, it regains 200 hit points, and all of its abilities recharge.

Celestial Weapons. The archon’s weapon attacks are magical. When the archon hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).

Flyby Attack. When the archon flies at least 20 feet before attacking a target, it doesn’t provoke an opportunity when it flies out of reach of that same target.

Innate Spellcasting. The archon’s spell casting ability is Charisma (spell save DC 20, +12 to hit with attack spells). I can innately cast the following spells requiring no components:

At will: aid, continual flame, detect evil and good, dispel magic
3/day: banishment, cure wounds (6th level), greater restoration, protection from evil and good, teleport
1/day each: banishing smite, blade barrier, bless, resurrection

Magic Resistance. The archon has advantage on saving throws against spells and magical effects.

Greatsword. The archon’s greatsword acts as a vorpal sword while in the archon’s possession. In addition, the archon can use a bonus action to instantly summon its sword back to its hand.

ACTIONS
Multiattack.
The archon makes two melee attacks or three light ray attacks.

Greatsword. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 21 (4d6+7) slashing damage plus 18 (4d8) radiant damage.

Light Ray. Ranged Spell Attack. +12 to hit, range 180 ft., one target. Hit. 14 (4d6) radiant damage.

Penitentiary Gaze. The archon targets one non-lawful good creature it can see within 120 feet of it. If the target can see the archon, the target must succeed on a DC 20 Wisdom saving throw. On a failed save the creature is consumed with remorse and is paralyzed for 1 minute. A paralyzed creature can make another saving throw at the end of each of its turns. On a success the effect ends for it and it gains one level of exhaustion.

Celestial Lightning (recharge 5-6). The archon magically creates and bolt of lightning that arcs from it to a target it can see within 120 feet of it. The bolt continues to jump to additional targets within 60 feet of each previous target. It makes three jumps or until there is no target within range. Each target must make a DC 20 Dexterity saving throw, taking 45 (8d10) lightning damage on a failure or half as much damage on a success; or it regains 45 (8d10) hit points, the archon’s choice.

Teleport. The archon magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

REACTIONS
Parry.
The archon adds 4 to its AC against one melee or ranged attack that would hit it. To do so the archon must see the attacker and have a melee weapon or shield.

LEGENDARY ACTIONS
The archon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. If the archon has unspent legendary actions at the end of the round, it may spend and immediately use its remaining legendary actions. The archon regains spent legendary actions at the start of its turn.

Spellcasting. The archon casts an at will spell.
Teleport. The archon uses its Teleport action.
Light Ray (Cost 2 Actions). The archon makes a Light Ray attack.

MYTHIC ACTIONS
If the archon's mythic trait is active, it can use the options below as legendary actions for 1 hour after using Blessing of Celestia.

Commanding Strike. The archon directs one of its allies that it can see and that can see or hear it to make an attack. If the ally can use its reaction to make one weapon attack, adding 10 (3d6) radiant damage on a hit.
Evasive Maneuver. The archon commands one ally that can see or hear the archon into a more advantageous position. The creature can use its reaction to move up to half its speed without provoking opportunity attacks and it has advantage on its next attack.
Greatsword (Costs 2 Actions). The archon makes a greatsword attack.

The Throne General as a Mythic Encounter
The throne general is a challenging foe under typical conditions; however, you can increase the challenge by using the Blessing of Celestia trait. When this happens, the archon calls on the grace of the Hebdomad, heals its wounds, and can then choose one of its mythic actions when it uses a legendary action.

Read or paraphrase the following text when the seraphim uses its Blessing of Celestia trait:

Future descriptive text goes here

Fighting the Throne General as a mythic encounter is equivalent to taking on two CR 17 creatures in one encounter. Award a party 36,000 XP for defeating the Throne General after it uses Blessing of Celestia.
 
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Stalker0

Legend
OK, I will take another crack at it. I guess it makes sense to me as I let my spell casters spend spell slots and make arcana checks to do magical things outside their spell list.

EDIT: I've revised to include a heat option.
Looks good! I like the ice bolt change as well.

Also FYI, I took a look at savage's bonus. If you assume a PC AC of 19 at that level (aka plate +1), that's a crit chance of 25% to give you context.
 

dave2008

Legend
Looks good! I like the ice bolt change as well.

Also FYI, I took a look at savage's bonus. If you assume a PC AC of 19 at that level (aka plate +1), that's a crit chance of 25% to give you context.
Thanks - I assume you mean a 25% chance when the dragon has advantage?
 


Stalker0

Legend
CR check on the white dragon. I'm getting a Defensive CR 14 (including the 4 saves), and an offensive CR 16 with breath + multi + multi. That is not factoring in any bonus crit damage from savage.

Also something I just realized, have you been adding in the Dragon's frightful presence into CR calculations? I just realized I have not been, and its actually one of the specific creature abilities with HP adjustments.
 

dave2008

Legend
CR check on the white dragon. I'm getting a Defensive CR 14 (including the 4 saves), and an offensive CR 16 with breath + multi + multi. That is not factoring in any bonus crit damage from savage.
I'm getting:
Defensive CR 14
Offensive CR 15, however I just checked my spreadsheet and I was only calculating 1 claw attack instead of two. With that added back in I am getting an offensive CR of 17+. So I will need to get that fixed - damn spreadsheet!
Also something I just realized, have you been adding in the Dragon's frightful presence into CR calculations? I just realized I have not been, and its actually one of the specific creature abilities with HP adjustments.
Generally I do not. The DMG says: "Increase effective HP by 25% if monsters face PCs of level 10 or lower" I generally assume dragons with Frightful Presence are taking on PCs of 11th level or higher, but that is questionable for some of the lower CR adult dragons.
 

Stalker0

Legend
Generally I do not. The DMG says: "Increase effective HP by 25% if monsters face PCs of level 10 or lower" I generally assume dragons with Frightful Presence are taking on PCs of 11th level or higher, but that is questionable for some of the lower CR adult dragons.
Oh right!

I think that's fine for CR 14+, while I absolutely think you might have a lower level party than 10th fight them, that is intentionally billed as a major challenge. So I think its fine.
 

dave2008

Legend
CR check on the white dragon. I'm getting a Defensive CR 14 (including the 4 saves), and an offensive CR 16 with breath + multi + multi. That is not factoring in any bonus crit damage from savage.
I had to get rid of the "brutal" trait completely and make a few other changes to get the CR back in line, but it is working now.
 


Stalker0

Legend
I had to get rid of the "brutal" trait completely and make a few other changes to get the CR back in line, but it is working now.
Juggernaut is an interesting ability, kind of a midway point between a move and a move with no OAs.

Just nothing there are still no spells for the dragon in case that was missed.

I also just noticed that the dragon's breath tactics lists a "death breath" for the Great Wyrm, but didn't see that noted in the Great Wyrm stat block. I would also say its definitely a CR adjustment to me, the ability to kill a PC at 0 HP is a big combat factor.
 

dave2008

Legend
Juggernaut is an interesting ability, kind of a midway point between a move and a move with no OAs.
It seemed more like a Brute approach to me.
Just nothing there are still no spells for the dragon in case that was missed.
I am aware, I will get to them before I start filling out the rest of the ages. I still need to update the Adult Black too. It is a bit crazy here at the moment and I haven't had as much time to work on these.
I also just noticed that the dragon's breath tactics lists a "death breath" for the Great Wyrm, but didn't see that noted in the Great Wyrm stat block. I would also say its definitely a CR adjustment to me, the ability to kill a PC at 0 HP is a big combat factor.
So you caught that. ;)

It is an hidden extra, only for those who want to use dragon tactics. I'm still undecided about it and whether or not I put it in the stat block. The Great Wyrm, doesn't have its own stat block, so it is a bit odd to include it in the Wyrm stat block. However, I do have a solution for that.

Regarding death, I get what your saying. However, death doesn't factor into the CR of low level PCs where it is a real threat, nor is there any CR adjustment for creatures with the disintegrate spell or similar death affects. Also, at these CRs, 26-30, PCs will be lvl 17-20 and are likely to have access to Resurrection if not True Resurrection.
 

Stalker0

Legend
Regarding death, I get what your saying. However, death doesn't factor into the CR of low level PCs where it is a real threat, nor is there any CR adjustment for creatures with the disintegrate spell or similar death affects. Also, at these CRs, 26-30, PCs will be lvl 17-20 and are likely to have access to Resurrection if not True Resurrection.
Its fair to say, that at the CRs your talking about realistically everything is on the table, so its probably fair that it shouldn't have a CR adjustment...as much as anything should have really at those levels.

In fact, in some ways you could argue its a proper high level balance mechanic.

At high levels (heck starting as low as ~5th level, but definitely in your upper teens), the amount of damage in a single attack is far less deadly than the amount of damage instances a monster can generate...because of the crazy way that the damage threshold and the death saves work.

If you take a 20th level character for example, we could assume a rough ~200 HP on average (d8 and +2 con). Unless you are doing an attack that deals 200 damage, it all amounts to the same thing, an unconscious character. So in that respect, a dragon who is doing 3 or so attack has a far greater chance to do "real damage" (aka generate failed death saves or even generate an actual death) than a dragon unleashing its full breath weapon. This is actually something to note for your small dragon damage attacks (like ignite or dread whispers). Those small damage values do matter in triggering death saves, so they might actually be more deadly to a character than a dragon that had a 50% more damaging breath but no small instance attacks.

But the deadly breath brings the super damage back into the realm of deadliness, as now an attack only has to do your remaining hitpoints to kill you, which is a LOT more often. And considering that to fight a CR 30 you are fighting a creature a full 10 CR over your level (which in game terms should be a "nigh impossible" task), it seems reasonable that unless you bring some crazy effects or planning to bear, you are just going to get mowed down.
 


Stalker0

Legend
Hound: I am actually a little worried about the power level for this guy, as the damage really matters at these low CRs. With the combination of pack tactics and incapacitation, crit chances are high. The greatsword damage alone could slice up a level 2 character with 1 hit, let alone 3 (including the bite).

So the damage is already a tough enough effect but when you include the incapacitation you have a real recipe for just destroying a player outright in one round. In theory he is a glass cannon with low hp, but with the Aid for a little buff and the resistance against nonmagic weapon that probably applies a great deal at these CRs he is tanky enough. In summary, his stats fit by the book, this is when my DM experience pulls up a possible red flag.

Lantern: I love everything except sacred illumination. This is a surprisingly potent effect for such low levels, you are going to be effected all day with a good chance to be effected for a day or two, that's rough! I would say the effect at least goes away automatically with a rest.

Owl: For petrifying gaze, I would include the same language as the basilisk as far as averting your eyes. I feel like that is a key balancing mechanic of the gaze at these CRs, as the effect is very nasty but it gives the players some direct control of whether to take the risk or not. Did you assume expertise in perception as the default with the owl, or does the DM still pick an additional skill to have expertise?

Guardian: My CR calcs don't match with yours on this one. I'm getting an offensive CR 5 if you assume the two claws with no bite, combined with a CR 13 defense if you are factoring in the BPS, for a CR 9. Regardless the strength save is a touch low for the offensive CR.
 

dave2008

Legend
OK, first I will admit that most of are several years old and I didn't check them all thoroughly before post them. With that in mind I will get into your comments - and thank you for them!
Hound: I am actually a little worried about the power level for this guy, as the damage really matters at these low CRs. With the combination of pack tactics and incapacitation, crit chances are high. The greatsword damage alone could slice up a level 2 character with 1 hit, let alone 3 (including the bite).

So the damage is already a tough enough effect but when you include the incapacitation you have a real recipe for just destroying a player outright in one round. In theory he is a glass cannon with low hp, but with the Aid for a little buff and the resistance against nonmagic weapon that probably applies a great deal at these CRs he is tanky enough. In summary, his stats fit by the book, this is when my DM experience pulls up a possible red flag.
First, I checked the CR and it was at 4, not 3 as listed. 2nd, I agree that incapacitated is way to strong for this low CR. I've replaced incapacitated and modified how the bite attack works.
Lantern: I love everything except sacred illumination. This is a surprisingly potent effect for such low levels, you are going to be effected all day with a good chance to be effected for a day or two, that's rough! I would say the effect at least goes away automatically with a rest.
I agree, It ends on a short or long rest now. I was corrected the DC (should have been 11).
Owl: For petrifying gaze, I would include the same language as the basilisk as far as averting your eyes. I feel like that is a key balancing mechanic of the gaze at these CRs, as the effect is very nasty but it gives the players some direct control of whether to take the risk or not. Did you assume expertise in perception as the default with the owl, or does the DM still pick an additional skill to have expertise?
Petrifying gaze. The big different between the Owl archon and a basilisk or medusa is that those monsters petrifying effects are passive and always on and effects all creatures within range. So those monsters gaze is every round against all creatures. The Owl is one creature, most likely once a combat. To me that is the balancing factor. I did add that the tears of an archon can eliminate the effect, giving DMs an option if the party doesn't have access to greater restoration.

I'm guessing you are talking about Lore Master? The Owl archon has expertise in perception as indicated by the skill bonus. This is not called out, just like for dragons and other creatures in the MM. Lore Master is different and doesn't apply to a specific skill, but any check used within the Owl's area of knowledge. Whether a "skill" applies or not. Basically, a DM doesn't have to worry about finding the right skill for an Owl archon to recall knowledge regarding its field, the archon gets the benefit of expertise and advantage.
Guardian: My CR calcs don't match with yours on this one. I'm getting an offensive CR 5 if you assume the two claws with no bite, combined with a CR 13 defense if you are factoring in the BPS, for a CR 9. Regardless the strength save is a touch low for the offensive CR.
Are you talking about the Warden or the Warden Guardian? The Warden Guardian would make 2 Glaive attacks, not two claw attacks. However, I forgot to figure Aura of Menace for both of them. Regarding the strength save, WotC often takes 10 on these, but given that it has prof. in Athletics, it makes sense to to give it the full DC treatment. Corrected now. Here is my updated CR breakdown:

For the Guardian I get:
Defensive CR 10 (178 effective HP = 8 + 2 for effective AC of 21)
Offensive CR 8 (51 DPR = 8, no attack adjustment)
Total CR: 9.5

For the Warden I get:
Defensive CR 10 (178 effective HP = 8 + 2 for effective AC of 20)
Offensive CR 6-7 (41-46 DPR depending on how often you assume it can get a bite attack, no attack adjustment)
Total CR: 8-8.5
 



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