Incorporeal Movement. The Arcane Guardian can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Tomb bound. The arcane guardian is bound to the area it defends. It can't move more than 100 feet from the place it is bound to protect.
Withering Miasma. A creature that starts its turn in the spectral guardian's space must make a successful DC 15 Constitution saving throw or take 18 (4d8) necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest.
Spellcasting. The arcane guardian is a 9th-level spellcaster. Its spellcasting ability is [ability score] (spell save DC 15, +7 to hit with spell attacks). The arcane guardian has following sorcerer spells prepared:
Cantrips (at will): acid splash, chill touch, dancing lights, minor illusion, ray of frost
1st level (4 slots): mage armor, ray of sickness
2nd level (3 slots): darkness, scorching ray
3rd level (3 slots): fear, slow, stinking cloud
4th level (3 slots): blight, ice storm
5th level (1 slot): cone of cold
Multiattack. The arcane guardian makes two spectral rend attacks.
Spectral Rend. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) necrotic damage. If the target is a creature, it must succeed on a DC 14 wisdom saving throw or be frightened and have its speed reduced to 0; both effects last until the end of its next turn.
Description
Worn Finery. Composed of faintly glowing green vapor, the spectral guardian is a skeletal being encased in ancient armor or noble's finery. The cloth is worn and tattered, spiraling away into mist at the edges, and the creature glides with the faintest whisper of sound like a mournful moan from far away.
Eternal disgrace. The arcane guardian is the spirit of an ancient sorcerer or noble, bound to serve in death as it failed to do in life. A broken oath, an act of cowardice, or a curse laid down by the gods for a terrible betrayal leaves an indelible mark on a soul. After the cursed creature's death, its spirit rises, unquiet, in a place closely related to its disgrace. Compelled by the crushing weight of its deeds, the arcane guardian knows no rest or peace, and viciously snuffs out all life that intrudes upon its haunt.
Undead nature. A spectral guardian doesn't require air, food, drink, or sleep.
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