Skip to content
CreatePricing
Undertide Bailiff - AI-generated fantasy Monster

Undertide Bailiff

Old divers say the deepest servants of the sea are not monsters, but clerks. They keep the ledgers of those who sink, count the prayers that drift upward, and escort only the worthy, or the doomed, to the final chamber below. The Undertide Bailiff is one such clerk, a drowned official stitched from oath, salt, and punishment. Its presence means the true horror is near, because something vast and ancient trusts it to keep the way.

Large undead · Hard · uncommon

Undertide Bailiff

A drowned ward-servant that guards the submerged descent to a colossal abyssal creature, using grapples, dragging attacks, and ward magic to punish intruders who attempt the dive too early.
AC17
HP136/136
CRHard
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Combat

AC 17 · HP 136 · Hard

Undertide Bailiff

Large undead (drowned ward-servant), lawful evil
Armor Class17 (barnacled plate)
Hit Points136 (16d8 + 64)
Speed
walk 15 ft.,
swim 40 ft.
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsConstitutionWisdomStrength
SkillsAthleticsPerceptionReligionStealth
Damage Resistances
cold,
necrotic,
bludgeoning, piercing, and slashing from nonmagical attacks while underwater
Immunities
poison,
poisoned
Weaknesses
Thunder damage disrupts its warded bubbles and rope bindings.
Sunlight or strong radiant magic prevents it from using concealment in dark water.
If its barnacle crown is shattered, its grappling attacks lose their magical pull until repaired at a shrine.
Senses
darkvision 120 ft.,
tremorsense 30 ft. while submerged,
passive Perception 14
Languages
Common,
Abyssal,
understands the languages of the drowned dead but cannot speak them cleanly
ChallengeHard
Proficiency Bonus+3
Amphibious Ward-Sworn. The Bailiff can breathe air and water, and it ignores difficult terrain caused by water or mud. While fully submerged, it has advantage on attack rolls against creatures that are not also fully submerged.
Tide-Splitter. The Bailiff has advantage on Strength checks and Strength saving throws. In addition, it can move through spaces occupied by Medium or smaller creatures while submerged, though it cannot end its turn in such a space.
Pressure Sense. A creature grappled by the Bailiff cannot benefit from being hidden from it while within 30 feet and underwater, as the Bailiff senses pressure changes and movement in the current.
Ward Instability. When the Bailiff takes lightning damage, it loses the benefit of Black Bubble Veil until the start of its next turn.

Actions

Barnacled Gaff. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 15 () bludgeoning damage, and the target is grappled (escape ) if it is Large or smaller. Until this grapple ends, the target is restrained and the Undertide Bailiff cannot grapple another creature.
Drownline Drag. The Undertide Bailiff targets one creature it can see within 30 feet that is underwater or standing in shallow water. The target must make a Strength saving throw. On a failure, the target takes 13 () bludgeoning damage, is pulled up to 20 feet straight toward the Bailiff, and falls prone if it lands on a solid surface. If the target was already grappled by the Bailiff, it instead takes 18 () bludgeoning damage and is dragged up to 20 feet and submerged if possible.
Bubble-Voiced Litany. The Bailiff exhales a broken prayer in a burst of black bubbles. Each creature of its choice within 15 feet that can hear it must succeed on a Wisdom saving throw or be frightened until the end of its next turn. A creature that fails by 5 or more is also unable to take reactions until the end of its next turn.

Reactions

Reel In. When a creature within 10 feet of the Bailiff attempts to move away while grappled or restrained, the Bailiff moves up to 10 feet and keeps the creature within reach if possible. This movement must end in water or in contact with a flooded surface.

Legendary Actions

Tide Drift. The Bailiff moves up to half its swim speed without provoking opportunity attacks.
Binding Squeeze (costs 2 actions). One creature grappled by the Bailiff takes 7 () bludgeoning damage as the cursed bindings cinch tight.
Black Bubble Veil (costs 2 actions). The Bailiff releases a burst of dark bubbles in a 10-foot radius centered on itself. The area becomes lightly obscured until the start of its next turn, and one creature of its choice in the area must succeed on a Constitution saving throw or be unable to breathe underwater normally until the end of its next turn.
Role
Submerged sentinel and grapple controller
Built for
6-8

Gear

  • Barnacled Plate (Armor, 90 gp)Corroded half-plate fused with shell growth, grants its signature AC and partial ward protection.
  • Cursed Gaff (Weapon, 35 gp)A hooked polearm of black iron used to snare and drag prey in water.
  • Ward Beads (Relic, Unknown)Tide beads and rusted prayer charms that can serve as a key component for the final dive ritual.

Feats

Can move through occupied water spaces as difficult terrain without provoking opportunity attacks from submerged creatures.
Maintains a deathly grip on grappled targets, gaining advantage on checks made to prevent escape while fully submerged.
Recognizes warded relics and dive keys instinctively, prioritizing creatures carrying them.

Augmentations

Pressure-wound lanterns that leak dim abyssal light
Cursed rope bindings that tighten when it grapples prey
Barnacle-crowned armor fused to its ribs and shoulders

Notes for the game master

The Undertide Bailiff is meant to foreshadow the massive creature below. Its defenses and control effects are strong for a party that has not prepared for underwater combat.
If the party lacks the required dive items, run the encounter as a warning fight rather than a full damage race.
In underwater scenes, the Bailiff should exploit concealment, currents, and vertical space. On dry land, it remains dangerous but loses much of its tactical advantage.
Consider pairing it with environmental objectives such as closing tide valves, breaking ward-stones, or recovering bodies and keys while the monster pressures the back line.

Tactics

  1. Opening

    It emerges from dark water or a flooded chamber wall already half concealed, opens with Drownline Drag on the most mobile intruder, and tries to pull someone off a platform or into deeper water.

  2. Mid-fight

    It focuses on isolated targets, dragging them into bad positions, breaking concentration, and using Bubble-Voiced Litany to scatter healing or rescue attempts. It favors enemies carrying the items needed for the dive, as if it recognizes them as keys.

  3. End of the fight

    When reduced below one-third hit points, it commits to a final drag toward the deepest water or the nearest warded threshold, trying to drown one creature before it falls. If cornered on dry ground, it fights to the death only if the final descent path remains threatened.

  4. Retreat

    It does not truly flee, but if the tide-wards are broken and the party proves able to survive underwater, it may withdraw into a submerged tunnel to report to its master, leaving minions behind to delay pursuit.

How it fights

Open by targeting the party member carrying the most important dive item.
Use grapples to isolate targets from healing and support.
Fight from within dark water whenever possible to benefit from concealment and its underwater resistance.
Prioritize anyone attempting to disarm wards, solve the access puzzle, or escape with the relics.

Who it attacks first

Creature carrying the dive items
Healers and spellcasters
Anyone trying to break the ward-stones
Isolated or prone targets

Works well with

Pairs with traps that create flooded chokepoints, allowing it to drag victims into worse terrain.
Works well with lesser abyssal minions that harry spellcasters while it focuses on grappling one target.
Its ward magic makes it a natural guardian for item-gated objectives and ritual thresholds.

How to beat it

Lightning or thunder effects can disrupt its concentration on grapples and force it out of hiding in dark water.
Forcing it onto dry ground reduces its mobility advantage and makes its dragging attacks less effective.
Protection from Fear or similar effects blunts Bubble-Voiced Litany.
Securing the dive items first is the best counter, since it cannot easily separate the party when they are prepared for underwater combat.

Ways to avoid a fight

Can be appeased briefly by presenting a recovered tide-bead, prayer token, or the name of one of the drowned.
May allow passage if the party proves they possess the required dive items, though it will still shadow them to the next threshold.
Can be tricked into abandoning a route if the party restores a broken ward elsewhere in the dungeon.

Ecology

A drowned sailor in corroded plate and a barnacle-crowned helm, the Undertide Bailiff hangs in the water like a verdict made flesh. Cursed rope bindings cinch its ribs and limbs together, glowing faintly where pressure wounds leak pale blue light. Its face is hidden behind a kelp-stained visor, but when it speaks, bubbles spill from the seams in broken prayers and names of the dead.

Behavior

Deliberate, patient, and ritualistic, it patrols in slow arcs as if following invisible hymns. It ignores most minor trespass until the party reaches the final descent path or disturbs the warded relics it protects.

How it lives

The Undertide Bailiff is not born, but appointed. It is created from drowned petitioners, broken sailors, and oathbound cultists whose lungs were filled with consecrated brine. The sea's pressure keeps its joints moving, while the master's ward-magic prevents rest. It serves as both sentinel and omen, proving the depths are not merely inhabited, but organized.

Lair

A submerged tribunal chamber beneath the maelstrom, lined with flooded pews, chains, and ward-stones that pulse when living creatures approach. The Bailiff often waits beside a pressure gate or tide-lock, forcing intruders to choose between fighting in deep water or choking in the air pockets above.

Habitat
Flooded chambers, submerged causeways, maelstrom sinkholes, tide-temples, wreck-filled trenches, and the final descent shaft beneath the waves.

Signs that it is near

Wet rope fibers tied in old sailor knots that tighten on their own
Barnacles growing in a perfect ring around submerged doors and stairwells
Soft bubbling prayers heard from empty water
Pressure cracks glowing blue along walls near the descent path

Tags

underwater,
aberrant,
undead,
guardian,
grappler,
abyssal,
dungeon

Lore

Old divers say the deepest servants of the sea are not monsters, but clerks. They keep the ledgers of those who sink, count the prayers that drift upward, and escort only the worthy, or the doomed, to the final chamber below. The Undertide Bailiff is one such clerk, a drowned official stitched from oath, salt, and punishment. Its presence means the true horror is near, because something vast and ancient trusts it to keep the way.

What drives it

To enforce the descent, delay unprepared intruders, and ensure only those bearing the proper relics reach the creature below.

After the fight

If the party defeats the Undertide Bailiff, the warded descent path loses one layer of its divine pressure and the sea stops resisting the dive for 24 hours. The creature's barnacles crack open to reveal a key-token, prayer bead, or tide-scarred relic that can be used to unlock the final approach to the massive creature below. Survivors among the minions flee deeper, warning the greater horror that intruders have learned the old way down.

“They keep the ledgers of those who sink, count the prayers that drift upward, and escort only the worthy, or the doomed, to the final chamber below.”
From its lore

Variants

Deep-terrace Bailiff, a slower but more heavily armored version that gains higher AC and loses some swim speed.
Choir Bailiff, a variant that replaces Bubble-Voiced Litany with a necrotic hymn that summons lesser drowned minions.
Chain Bailiff, a more aggressive version that uses hooked chains instead of a gaff and has extended reach underwater.

Hooks

Plot hooks

A salvage crew disappears after finding a rusted bell that opens the final descent path.
The local tide priests know the Bailiff by name and refuse to speak it aloud after dusk.
The party must recover three warded items from boat-like platforms in the maelstrom before the Bailiff can be challenged.
A survivor claims the creature below sends the Bailiff dreams made of pressure, asking for more offerings.

How to use it

Best used as a mid-to-late dungeon guardian after the party has gathered the required dive items.
Works well in flooded halls, around submerged pillars, or at the threshold where the party first enters sustained underwater combat.
Pair with environmental hazards such as rotating currents, pressure valves, barnacle traps, and slick boat-platform edges.
If used as a solo monster, give it at least one warded minion or terrain advantage so it can exploit grapples and water control.

Treasure

Barnacle-crowned helm worth 250 gp
3 tide-beads usable in the final dive ritual
Corroded gaff that functions as a trident +1 underwater
Prayer ledger containing clues to the massive creature below

Connections

Ancestry

Undead

Media

0 images

No images yet.

Visual sheet

Turn Undertide Bailiff into a sheet

A high-res, share-ready sheet you can post or print.