Huge Construct (Water), Lawful Neutral
AC 21 Natural Armor    Initiative +1 (11)
HP 380 (20d12 + 240)
Speed
Mod Save
STR 26 +8 +28
DEX 12 +1 +1
CON 26 +8 +28
Mod Save
INT 20 +5 +5
WIS 20 +5 +21
CHA 16 +3 +3
Skills Arcana +8, Nature +14, Perception +10
Resistances Cold, Fire, Lightning, Necrotic
Immunities Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Charmed, Frightened, Paralyzed, Poisoned, Stunned
Senses Darkvision 120, Tremorsense 60, Passive Perception 20
Languages All Understands but cannot speak, Common, Primordial
CR 20 (XP 25,000, or 155,000 in lair; PB +6)
Traits

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

Abyssal Guardian. The Warden is immune to the effects of depth pressure, strong currents, and magical water-altering effects. While in underwater combat, it does not suffer disadvantages with melee attacks.

Tidal Stride. Difficult terrain caused by water does not affect the Warden, and it can walk on the ocean floor as if on land.

Actions

Multiattack. The Abyssal Warden makes three attacks: one with Crushing Slam, one with Abyssal Strike, and one with Tidal Surge.

Crushing Slam. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: (5d10 + 8) bludgeoning damage. The target must make a DC 20 Strength saving throw or be prone. If underwater, the target is flung 30 feet away.

Abyssal Strike. Ranged Weapon Attack: +12 to hit, range 60 ft., one target. Hit: (4d8 + 8) force damage. The target must succeed on a DC 18 Strength saving throw or be pulled 20 feet closer.

Tidal Surge (Recharge 5-6). The Warden unleashes a surge of water in a 30-foot radius. Each creature in the area must make a DC 21 Strength saving throw or take (8d8) bludgeoning damage and be restrained in swirling currents until the end of their next turn. Creatures immune to being grappled are unaffected.

Legendary Actions

The Abyssal Warden 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.

  • Looming Presence (Costs 1 Action). The Warden emits an aura of dread. Each creature within 30 feet must make a DC 18 Wisdom saving throw or be frightened until the end of its next turn.

  • Seabed Quake (Costs 2 Actions). The Warden stomps the ocean floor, causing a shockwave. All creatures within 20 feet must succeed on a DC 21 Dexterity saving throw or take (4d10) bludgeoning damage and be knocked prone.

  • Regenerate (Costs 2 Actions). The Warden absorbs abyssal energy, regaining 40 HP.

Description

Phase Transition – The Trial of the Abyss (40% HP)

When the Abyssal Warden is reduced to 150 HP, it pauses combat and begins a puzzle phase:

  • Puzzle: Three pillars with glyphs must be aligned in the correct sequence.
  • Failure: The Warden resumes combat, enhanced:
    • Abyssal Strike deals an extra (2d8) necrotic damage.
    • Tidal Surge restrains for 2 turns.

 

Upon defeating or bypassing the Warden, the players gain:

  • Abyssforged Pearl (Very Rare, Requires Attunement): Grants Water Breathing and Advantage on Strength Checks underwater.

  • Warden’s Core Shard (Legendary, Requires Attunement by a Spellcaster): Once per long rest, allows casting Wall of Force or Control Water without expending a spell slot.

  • 3,000 GP in Sunken Relics.

Lair and Lair Actions

As you drift forward, the ruins pulse with cold, green light, illuminating the seabed beneath you. The broken bones of long-dead warriors shift slightly, stirred by an unseen force.

Then, the silence is shattered.

With a deep, grinding groan, the enormous figure before you rises from its slumber—a towering construct of fused coral and jagged bone, its form held together by strands of glowing abyssal energy. Its eyes ignite like twin ghostly lanterns, scanning you with eerie intelligence

On Initiative Count 20, the Warden can use a lair action:

  • Geyser Blast: A jet of boiling water erupts for a DC 20 Dexterity save or (6d10) fire damage.

  • Dark Tide: Water darkens, heavily obscuring a 30-foot radius until next round.

  • Riptide Pull: A current yanks creatures toward the Warden, DC 18 Strength save or be pulled 15 feet.

Monster Tags: construct

BeardoTheBattleworn

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