Drowned Guardian of the Abyssal Veil
Deep beneath the turbulent waves of the ocean, where sunlight cannot penetrate, there exists an ancient guardian forged from the souls of drowned sailors and the currents of the abyss. This being appears as a swirling mass of water and shadow, with glistening scales and hollow eyes that seem to draw in the light around them. It wields the power of the deep, summoning ghostly tendrils of water that lash out at those who intrude upon its territory. The guardian lures its victims with the anguished whispers of lost mariners, turning the tides of battle to ensnare the unsuspecting. Only the bravest adventurers dare to confront this vengeful spirit amidst the depths.
Creature Type: Undead
Alignment: Neutral Evil
Armor Class: 15 (natural armor)
Hit Points: 120 (16d10 + 32)
Speed: 0 ft., swim 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 16 (+3) | 14 (+2) | 1 (-5) | 14 (+2) | 18 (+4) |
Saving Throws: Dex +6, Wis +5, Cha +7
Damage Resistances: Cold, Necrotic, Bludgeoning, Piercing, and Slashing from nonmagical attacks
Condition Immunities: Charmed, Frightened, Paralyzed, Poisoned
Senses: Darkvision 60 ft., Passive Perception 12
Languages: Understands all languages it knew in life but cannot speak
Challenge: 7 (2,900 XP)
Abilities:
Amphibious. The creature can breathe air and water.
Ethereal Tides. As a bonus action, the guardian may move through water and solid surfaces as if they were difficult terrain for up to 60 feet and can reappear in a space within 30 feet of its original location.
Actions:
Multiattack. The guardian makes three attacks: two with its Tendrils and one with its Drowning Grasp.
Tendrils. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 4) bludgeoning damage plus 10 (3d6) cold damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be grappled until the grapple ends.
Drowning Grasp. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature grappled by the guardian. Hit: 24 (4d8 + 4) cold damage. The target must succeed on a DC 15 Constitution saving throw or be paralyzed until the end of its next turn.
Rejuvenate the Abyss. The guardian can use a legendary action to regain 10 hit points whenever a creature within 30 feet of it takes damage.
Legendary Actions:
The creature has 3 legendary actions, which it can use at the end of another creature's turn. It regains spent legendary actions at the start of its turn.
- Eerie Whisper. Target one creature within 60 feet of the guardian. The target must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage and be frightened until the end of its next turn.
- Stranglehold. The guardian targets one creature it is grappling. The target must succeed on a DC 15 Strength saving throw or take 7 (2d6) necrotic damage and be blinded until the end of its next turn.
- Summon Shadows. The guardian conjures a spectral apparition (a shadow) that appears in an unoccupied space within 30 feet of the guardian. The apparition acts on the guardian's initiative and obeys its commands. The apparition lasts until it is destroyed or the guardian dismisses it as a bonus action.