Wardens have a spell attack modifier of (+5) 1d20+5 and a spell save DC of 13
Warden's Resolve: Whenever the Academy Warden's hit points drop below 50% (36), the Warden gains resistance to bludgeoning, piercing and slashing damage. Bookmark: Any creature that is marked by an Academy Warden subtracts 1d4 from its saving throws against the Warden's spells. Warden's Grasp (Bonus Action): Until the beginning of the Academy Warden's next turn, the Warden cannot move, and each Large or smaller creature of the Warden's choice within 5ft can't willingly move away from the Warden unless they first take the Disengage action. Warden's Mark (Bonus Action): The Warden marks a creature they can see within 30ft. While a marked creature is within 5ft of the Warden, the creature has disadvantage on any attack roll that doesn't target the Warden. This lasts for 1 minute, or until the Warden marks another creature, becomes incapacitated, or dies. Ensnaring Mark (1/Rest): As Warden's Mark, but the target is also teleported to an unoccupied space within 5ft of the Warden.
Multiattack: The Academy Warden makes two weapon attacks. Flail: Melee Weapon (Attack +5) 1d20+5 , Reach 5ft, One target. Hit: (1d8+2) 1d8+2 Bludgeoning damage. Longbow: Ranged Weapon (Attack +4) 1d20+4 , Range 150/600, one target. Hit: (1d8+1) 1d8+1 piercing damage. Font of Life (1/Rest): The Academy Warden ends one condition or disease affecting them. The condition can be blinded, charmed, deafened, frightened, paralyzed, or poisoned. The warden can use this action even if the condition would otherwise prevent it. Horn of Silent Alarm (1/Rest): The Warden blows a horn that alerts a creature within 600ft. Nobody else hears the horn's call.
Protection: When a creature the Warden can see attacks a target other than the Warden within 5ft of the Warden, the Warden can use their reaction to impose disadvantage on the attack roll.