The Abyssal Shrouded Guardian of Deep Waters

In the depths of forgotten lakes and submerged ruins, a shadowy figure roams, cloaked in the murky depths. Its form is amorphous, reminiscent of both aquatic beasts and spectral hauntings, with elongated tendrils flowing like liquid around it. Glimmers of otherworldly light occasionally flicker within its shrouded mass, hinting at an ancient power long lost to the ages. This guardian is a remnant of a long-forgotten deity of the deep, created to protect the hidden treasures beneath the waves and the secrets of the abyss. Those who disturb its domain may find themselves ensnared in darkness, swimming against a tide of despair.


Armor Class 15 (natural armor)
Hit Points 105 (14d10 + 28)
Speed 0 ft., swim 50 ft.

STR 14 (+2)
DEX 18 (+4)
CON 14 (+2)
INT 1 (-5)
WIS 12 (+1)
CHA 16 (+3)

Saving Throws DEX +7, CON +5, CHA +6
Damage Immunities Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned
Senses Darkvision 60 ft., Blindsight 120 ft. (blind beyond this radius), Passive Perception 11
Languages Understands Aquan but cannot speak
Challenge 7 (2,900 XP)

Amorphous. The guardian can move through a space as narrow as 1 inch wide without squeezing.

Aura of Dread. Any creature that starts its turn within 15 feet of the guardian must succeed on a DC 15 Wisdom saving throw or be frightened until the start of its next turn.

Legendary Resistance (3/Day). If the guardian fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The guardian makes two attacks with its Shadow Tendrils.

Shadow Tendrils. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (3d8 + 2) necrotic damage, and the target must succeed on a DC 15 Constitution saving throw or have its speed halved until the end of its next turn.

Bitter Depths (Recharge 5-6). The guardian releases a wave of dark energy in a 30-foot radius centered on itself. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save, a creature takes 27 (6d8) necrotic damage and is paralyzed until the end of its next turn. On a successful save, it takes half damage and is not paralyzed.

Legendary Actions

The guardian can take 3 legendary actions, choosing from the options below. Only one legendary action option can be taken 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.

  • Shadow Warp. The guardian teleports up to 30 feet to an unoccupied space it can see.
  • Tendrils of Darkness (Costs 2 Actions). The guardian targets one creature it can see within 30 feet. The target must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage, and it cannot regain hit points until the end of its next turn.
  • Eclipse of the Deep (Costs 3 Actions). The guardian creates an area of dim light in a 20-foot radius around itself. For 1 minute, this area becomes difficult terrain for enemies, and they cannot benefit from light-based spells while within it.