Veilwarden of the Submerged Trenches
In the depths of forgotten underwater trenches, there exists a creature that serves as a guardian of sunken treasures and lost knowledge. Cloaked in flowing kelp and coral, its form shifts fluidly, resembling a blend of deep-sea life and ethereal spirit. Eyes like glowing orbs reflect the dim light of the ocean depths, and its presence brings an unsettling calmness to the waters. The guardian manipulates time perceptions, leading intruders to question their sanity as they navigate through the murky waters. When it deems an intruder a threat to its domain, the guardian strikes with chilling precision, ensnaring foes in its realm of distorted time.
Medium Aberration, Neutral
- Armor Class 15 (natural armor)
- Hit Points 105 (14d8 + 42)
- Speed 0 ft., swim 60 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 18 (+4) | 16 (+3) | 14 (+2) | 18 (+4) | 20 (+5) |
- Saving Throws Dex +7, Wis +7, Cha +8
- Skills Stealth +7, Insight +7, Arcana +5
- Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from nonmagical attacks
- Condition Immunities Charmed, Frightened
- Senses Darkvision 60 ft., passive Perception 14
- Languages Aquan, telepathy 120 ft.
- Challenge 7 (2,900 XP)
Abilities
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Amphibious. The guardian can breathe underwater and on land.
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Ethereal Presence. Any creature that starts its turn within 30 feet of the guardian must succeed on a DC 15 Wisdom saving throw or become affected by the Confusion spell until the end of its next turn.
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Temporal Distortion (Recharge 5-6). As an action, the guardian can manipulate the flow of time for creatures in a 30-foot radius. Each creature must make a DC 15 Constitution saving throw, taking 36 (8d8) psychic damage on a failed save or half as much damage on a successful one. Affected creatures have their speed halved until the end of their next turn.
Actions
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Multiattack. The guardian makes three attacks: one with its Grasping Tentacle and two with its Mind Whip.
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Grasping Tentacle. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 4) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the guardian cannot use that tentacle to attack another target.
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Mind Whip. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 21 (4d8 + 5) psychic damage, and the target must succeed on a DC 15 Intelligence saving throw or become incapacitated until the end of its next turn.
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.
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Tentacle Shift. The guardian moves up to half its speed without provoking opportunity attacks.
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Disorienting Gaze (Cost 2 Actions). The guardian targets one creature it can see within 60 feet. The target must make a DC 15 Wisdom saving throw or be blinded until the end of its next turn.
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Temporal Echo (Cost 3 Actions). The guardian momentarily creates an illusory duplicate of itself in an unoccupied space it can see within 30 feet. The duplicate lasts until the end of the guardian's next turn and can be used to distract or confuse enemies. The duplicate cannot take actions but has a chance to impose disadvantage on attacks targeting the guardian.