Depths' Forgotten Guardian of the Weeping Coral
A towering figure crafted from vibrant coral and barnacle-encrusted stone emerges from the shadows of the ocean floor. Its body moves fluidly, as if animated by an unseen current, with luminescent tendrils flowing like seaweed in a wave. Eyes like deep-set pearls gleam with a sorrowful wisdom, and a bellowing roar echoes through its hollow chest, sending tremors through the water. This guardian, once a protector of the depths, now weeps for the lost beauty of its domain, retaliating fiercely against any intruders who disturb the fragile balance of life within the reefs. When angered, it can unleash a haunting wail that disrupts the minds of those who hear it, causing despair and disarray amid any who dare approach its territory.
Large Elemental, neutral
Armor Class 16 (natural armor)
Hit Points 95 (10d10 + 40)
Speed 30 ft., swim 60 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
20 (+5) | 14 (+2) | 18 (+4) | 2 (-4) | 16 (+3) | 12 (+1) |
Saving Throws Con +8, Wis +6
Damage Resistances Bludgeoning, Piercing, and Slashing from nonmagical attacks
Condition Immunities Paralyzed, Poisoned
Senses Darkvision 60 ft., Tremorsense 60 ft., passive Perception 13
Languages Aquan
Challenge 7 (2,900 XP)
Amphibious. The creature can breathe both air and water.
Weeping Wail (Recharge 5–6). The guardian emits a haunting wail. Each creature within a 30-foot radius must succeed on a DC 16 Wisdom saving throw or take 27 (6d8) psychic damage and be frightened until the end of its next turn. A creature that succeeds on the saving throw takes half damage and is not frightened.
Aura of Despair. While within 30 feet of the guardian, creatures must succeed on a DC 16 Wisdom saving throw at the start of their turns or have disadvantage on their next attack roll before the end of their turn.
Multiattack. The creature makes two attacks: one with its crushing embrace and one with its coral strike.
Crushing Embrace. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 5) bludgeoning damage. The target must succeed on a DC 16 Strength saving throw or be grappled (escape DC 16).
Coral Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target grappled by the guardian. Hit: 16 (2d10 + 5) slashing damage.
Legendary Actions
The guardian 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. The guardian regains spent legendary actions at the start of its turn.
- Move. The guardian moves up to half its speed.
- Coral Burst (Costs 2 Actions). The guardian releases a barrage of sharp coral shards in a 15-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 18 (4d8) piercing damage on a failed save, or half as much damage on a successful one.
- Rejuvenation (Costs 3 Actions). The guardian can regain 20 hit points. It can only use this action if it has at least 1 hit point.