| Mod | Save | ||
|---|---|---|---|
| STR | 21 | +5 | +5 |
| DEX | 12 | +1 | +1 |
| CON | 22 | +6 | +6 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 14 | +2 | +2 |
| CHA | 10 | +0 | +0 |
Shapechanger:
The Drowned Vault can use its action to polymorph into an object or collection of objects (up to a 20-foot cube of volume), or back into its true form.
Amphibious:
The Drowned Vault can breathe air and water.
False Appearance:
While motionless, the Vault is indistinguishable from a normal room filled with treasure, statues, chests, and relics.
Legendary Resistance (2/Day):
If the Vault fails a saving throw, it can choose to succeed instead.
Greedy Aura (Regional Effect):
Any creature that starts its turn within 30 feet of the Vault and can see "treasure" in the mimic’s area must succeed on a DC 15 Wisdom saving throw or have disadvantage on saving throws against charm or illusion effects until the start of their next turn.
Multiattack:
The Vault makes three attacks: two with Pseudopod and one with Vault Maw (if available).
Pseudopod:
Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 18 (3d8 + 5) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the Vault can't use this pseudopod on another target.
Vault Maw (Recharge 5–6):
A section of the Vault opens into a gaping maw. Creatures in a 15-foot cube must make a DC 16 Dexterity saving throw, taking 45 (10d8) bludgeoning damage on a failed save or half on success.
Failed Save: The creature is also swallowed. While inside the Vault, they are blinded and restrained, take 14 (4d6) acid damage at the start of each of the Vault’s turns, and must make a DC 15 Constitution saving throw or begin drowning.
A swallowed creature can attack the Vault's stomach walls (AC 15), and if it takes 30+ damage in a turn, it regurgitates all swallowed creatures.
Maddening Whispers (Recharge 6):
The Vault emits psychic whispers from the drowned souls within it. All creatures within 60 feet who can hear it must succeed on a DC 16 Wisdom saving throw or become charmed for 1 minute. While charmed, a creature is compelled to approach the Vault and interact with its “treasure” on its turn. Affected targets can repeat the save at the end of each of their turns.
The Vault 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. It regains spent legendary actions at the start of its turn.
Treasure Lash:
A pseudopod lashes out at a target within 15 feet. +9 to hit, 2d8 + 5 bludgeoning damage.
Mimicry Shift:
The Vault changes the appearance of its false objects, gaining half cover until the start of its next turn and imposing disadvantage on the next attack made against it.
Vault Pulse (Costs 2 Actions):
The Vault emits a deep, rumbling psychic wave. Each creature within 30 feet must succeed on a DC 14 Wisdom saving throw or be frightened until the end of their next turn.
Description
An island rises from the sea, revealed only during rare neap tides. Local legends say a noble family’s last treasure lies within, untouched by time. But no one who enters the sunken vault returns—only their gurgling voices echo from the mist.
The party might be hired by a desperate noble descendant, a cult of Poseidon seeking to destroy the vault, or even a pirate lord hoping to claim it for himself.
This monster is more than a simple treasure-chest ambush—it's a sentient, ancient, shape-shifting horror tied to the drowned world and the wrath of The Sea itself.
Lair and Lair Actions
LAIR ACTIONS:
The Drowned Vault’s lair may add environmental elements:
Surge Flood (Initiative 20): Water begins flooding the chamber. All movement is reduced by 10 feet and Dexterity saves are made with disadvantage until the next round.
Phantom Hands (Initiative 20): Ghostly limbs emerge from the walls and floors. The Vault targets one creature in its room; they must succeed on a DC 15 Strength saving throw or be restrained until the end of their next turn.
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