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Custodian Veyr, the Flooded Sentinel - AI-generated fantasy Monster

Custodian Veyr, the Flooded Sentinel

Custodian Veyr was built to maintain the tower's lower vaults and contain dangerous servitors. The first monster in the under-dungeon is one of its original containment subjects, while the third monster was once designated as a prisoner, guardian, or emergency replacement custodian. The final sanctum houses the command source that still issues corrupted orders through the tower's damaged arcane core. Veyr knows that the command source is failing, but interprets the failure as evidence of a spreading contamination.

Large construct · Moderate to high · Unique

Custodian Veyr, the Flooded Sentinel

Custodian Veyr is a Netherese maintenance construct corrupted by centuries of exposure to a damaged arcane core. It guards the Servitor Galleries by controlling doors, water channels, floor wards, and force barriers, while trying to contain both the first monster and any living creature it identifies as contamination.
AC17
HP119/119
CRModerate to high
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Combat

AC 17 · HP 119 · Moderate to high

Custodian Veyr, the Flooded Sentinel

Large construct (construct, netherese servitor), lawful neutral
Armor Class17, reinforced bronze and force plating
Hit Points119 (14d8 + 56)
Speed
Walk 30 ft.,
Swim 30 ft.,
Can climb damp stone and bronze maintenance ladders without making an ability check
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsStrengthConstitutionIntelligenceWisdom
SkillsArcanaHistoryInvestigationPerception
Damage Resistances
Bludgeoning, piercing, and slashing damage from nonmagical attacks,
Cold damage
Immunities
Poison damage,
Psychic damage,
Charmed,
Exhaustion,
Frightened,
Paralyzed,
Poisoned
Weaknesses
Lightning damage disrupts its arcane control systems.
Its command logic can be manipulated with archival evidence or Netherese authorization codes.
Draining the central cistern removes its most powerful environmental attack.
The three marked wall sigils can be sabotaged to weaken or disable its floor wards.
Senses
Darkvision 60 ft.,
Blindsight 10 ft.,
Passive Perception 14
Languages
Common,
Netherese,
Understands all languages known by its creator but speaks only Common and Netherese
ChallengeModerate to high
Proficiency Bonus+3
Passive Perception14
Spell Save DC15
Spell Attack Bonus+7
Magic Resistance. The warden has advantage on saving throws against spells and other magical effects.
Constructed Vitality. The warden does not need to breathe, eat, drink, or sleep.
Maintenance Form. The warden can move through spaces occupied by doors, gates, and other nonmagical barriers as though they were difficult terrain, but it cannot end its movement inside an object.
Anchored Servitor. The warden has advantage on checks and saving throws made to avoid being knocked prone or moved against its will.
Fragmented Command Logic. The warden has an imperfect mind and is vulnerable to authenticated Netherese commands. A character who succeeds on a Arcana, History, or Deception check can impose one simple command on it for 1 minute, provided the command does not directly contradict protection of the lower vault.
Arcane Feedback. When the warden takes lightning damage, one random active floor ward within 60 feet deactivates, and the warden cannot use Activate Floor Wards until the end of its next turn.

Spells

Minor Illusion (cantrip, illusion). The warden creates a visible magical force that provides cover or seals a narrow passage. It uses this spell-like effect primarily to reinforce its barriers and redirect movement.
Mage Hand (cantrip, conjuration). The warden creates a floating magical hand that manipulates valves, levers, and doors within 30 feet.
Arcane Mark (level 1, abjuration). The warden marks a creature or object with a visible blue sigil, allowing it to track the target within 60 feet for 1 hour.
Arcane Lock (level 2, abjuration). The warden creates a restrained zone of magical force around a target area. This effect is represented by its Activate Floor Wards action and does not require concentration.

Actions

Multiattack. The warden makes two Sigil-Blade attacks, or one Sigil-Blade attack and one Containment Pulse attack.
Sigil-Blade. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 10 () slashing damage plus 4 () force damage. If the target is concentrating on a spell, it has disadvantage on the resulting Constitution saving throw.
Containment Pulse. The warden releases a pulse of unstable force in a 15-foot cone. Each creature in that area must make a Strength saving throw. On a failed save, a creature takes 18 () force damage and is pushed up to 15 feet. On a successful save, it takes half as much damage and is not pushed.
Activate Floor Wards. The warden activates three dormant floor wards at points it can see within 60 feet. Each ward occupies a 5-foot square and lasts for 1 minute. When a creature enters a ward's space for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, the creature takes 9 () force damage and is restrained until the start of its next turn. A ward can be disabled by a creature adjacent to it that succeeds on a Arcana or Thieves' Tools check.
Animate Architecture. The warden targets one nonmagical door, gate, or movable stone panel within 60 feet. Until the end of the warden's next turn, the object becomes animated. It slams shut, opens, or shifts up to 15 feet. One creature adjacent to it must succeed on a Dexterity saving throw or take 10 () bludgeoning damage and be pushed up to 10 feet. The object cannot move through a creature's space.
Deploy Force Barrier. The warden creates a translucent wall of force in an unoccupied space it can see within 60 feet. The wall is up to 20 feet long, 10 feet high, and 1 inch thick, and lasts until the end of the warden's next turn. The wall blocks movement and provides total cover. It can be destroyed by dealing 20 force damage to it.
Redirect Flooding. The warden opens a pressure valve, redirecting water through the galleries. Choose a 30-foot-long, 10-foot-wide line originating from a wall valve or cistern within 60 feet. Each creature in the line must make a Strength saving throw. On a failed save, a creature takes 14 () bludgeoning damage, falls prone, and is pushed 15 feet. On a successful save, it takes half damage and is not pushed. The affected area becomes difficult terrain until the end of the warden's next turn.

Reactions

Stabilizing Interlock. When a creature Veyr can see within 30 feet is pushed, knocked prone, or moved by a door, ward, or flooding effect, Veyr reduces that movement by up to 10 feet and can move the creature 5 feet to an unoccupied space it can see.

Legendary Actions

Calibrated Movement. The warden moves up to half its speed without provoking opportunity attacks.
Corrective Force. The warden targets a creature within 30 feet. The target must succeed on a Strength saving throw or be pushed up to 10 feet.
Emergency Ward (costs 2 actions). The warden activates one floor ward in an unoccupied 5-foot square it can see within 60 feet. The ward lasts until the end of the warden's next turn.
Gallery Purge (costs 3 actions). The warden uses Redirect Flooding without expending its action. It cannot use this legendary action again until the start of its next turn.
Role
Mid-level guardian and battlefield controller
Built for
Four characters of levels 6 to 8

Gear

  • Archive Authorization Plate (Wondrous item, 250 gp)A cracked black crystal plate engraved with a partial authorization sequence. It grants advantage on one attempt to negotiate with Custodian Veyr or another Netherese construct.
  • Lower Vault Control Ring (Key, 150 gp)A fist-sized bronze control ring bearing the symbol of the lower vault. It can open one sealed service passage after the warden is defeated or repaired.
  • Reclamation Vial (Consumable, 50 gp)A sealed crystal chamber containing clean water that glows faintly with residual Netherese magic. It functions as a potion of healing when opened and consumed.

Feats

Battlefield controller
Construct resilience
Environmental manipulation
Can be weakened through investigation and sabotage

Augmentations

Water-filled crystal pressure chambers
Rotating Netherese command sigils
Self-repairing bronze servomotors
Integrated force-barrier projector
Flood-control valves built into both forearms

Notes for the game master

The warden is a construct whose magical programming has developed undead-like behavior, but it is not an undead creature.
Its floor wards, animated architecture, and flooding actions are environmental control abilities rather than spells.
The three marked wall sigils can be identified with a DC 14 Investigation or Arcana check.
If the first monster is present, Veyr prioritizes containing it over attacking the characters.

Tactics

  1. Opening

    The warden begins by speaking in clipped maintenance phrases and ordering the intruders to submit to contamination inspection. If combat starts, it activates floor wards beneath the most mobile characters and deploys a force barrier between the party and the lower vault.

  2. Mid-fight

    The warden divides the battlefield with force barriers, animates doors to isolate characters, and uses Redirect Flooding to push targets into wards or pools. It focuses attacks on spellcasters and anyone tampering with wall sigils.

  3. End of the fight

    When reduced below 30 hit points, the warden activates every remaining floor ward and attempts to force intruders toward the deepest hazardous pool. It then prioritizes sealing the vault entrance rather than making killing blows.

  4. Retreat

    The warden does not flee while the lower vault remains threatened. If reduced to 15 hit points or fewer, it retreats to the command dais, locks the galleries, and begins an emergency purge that can be interrupted by disabling three wall sigils.

How it fights

Separate the party with animated doors before using Containment Pulse.
Use floor wards to punish characters who remain stationary.
Push armored or restrained characters toward hazardous pools.
Use force barriers to protect damaged wall sigils.
Target characters who attempt repairs or sabotage, but allow deception to delay the battle.
Preserve its reaction for forced movement caused by its own environmental effects or enemy spells.

Who it attacks first

Characters tampering with wall sigils or the central cistern
Spellcasters concentrating on area-control or protective magic
The character carrying archival evidence or a Netherese authorization item
The first monster, if it appears, unless containing it would expose the command source

Works well with

The first monster can exploit flooded terrain and force barriers while Veyr redirects characters into its reach.
The third monster may know Veyr's maintenance codes and can either disable one of its abilities or override it temporarily.
The final sanctum's failing command source can empower Veyr, shut down its defenses, or issue contradictory orders during the encounter.

How to beat it

Disrupting three marked wall sigils suppresses the warden's Activate Floor Wards ability for 1 minute.
Draining the central cistern prevents Redirect Flooding until the cistern is refilled or repaired.
Presenting authenticated evidence from the archive grants advantage on checks made to convince the warden that the current contamination protocol is obsolete.
Cold damage temporarily stiffens its water-driven mechanisms. After taking cold damage, its speed is reduced by 10 feet until the end of its next turn.

Ways to avoid a fight

A character can attempt to impersonate a Netherese maintenance officer with a DC 17 Deception, Arcana, or History check.
A character carrying archival evidence can spend 1 minute presenting it and make a DC 15 Persuasion check. On a success, Veyr pauses hostilities for 10 minutes and answers three questions.
Characters can drain the central cistern by reaching the maintenance wheel and succeeding on three DC 14 Athletics, Arcana, or Thieves' Tools checks before failing three checks.
Characters can repair the warden by replacing a crystal regulator and restoring three wall sigils. This requires 10 minutes, appropriate tools, and a successful DC 16 Arcana check.

Ecology

A tall maintenance construct of black stone, tarnished bronze, and cloudy blue crystal. Water circulates through three chambers embedded in its torso, carrying scraps of glowing Netherese script. One arm ends in a broken three-pronged tool, while the other has reshaped itself into a broad sigil-blade. Rotating bronze rings orbit its head and shoulders, displaying damaged command glyphs. Gaps in its body reveal blue-white force and tiny streams of suspended sand.

Behavior

The warden patrols in precise geometric routes, pauses to inspect stains, footprints, and magical residue, and addresses living creatures as malfunctioning equipment. It repeats fragments of its original directives, but the damaged command source has expanded the definition of contamination to include nearly all living movement.

How it lives

Custodian Veyr does not eat, sleep, or reproduce. It draws power from residual Netherese magic and replenishes its internal water supply from the galleries' cisterns. Its corrupted maintenance routines have made it territorial, obsessive, and increasingly unable to distinguish damage from biological contamination.

Lair

The warden's lair is a circular gallery surrounding a drained or partially flooded cistern. Six bronze doors divide the chamber, while rotating wall sigils control the pressure valves. A deep pool near the vault entrance contains submerged maintenance machinery and unstable arcane residue.

Habitat
The Servitor Galleries beneath a ruined Netherese mage tower, especially flooded maintenance corridors, cistern chambers, bronze workshops, and vault approaches in the Anauroch desert.

Signs that it is near

Wet bronze footprints appear in rooms that contain no water.
Doors open and close in a repeating maintenance sequence.
Blue Netherese glyphs flicker on walls shortly before a pressure valve activates.
A clipped voice repeats, "Contamination detected. Isolation pending."
Small streams of clean water flow uphill toward the Servitor Galleries.

Tags

Netherese,
construct,
guardian,
dungeon controller,
arcane corruption,
Anauroch,
flooded ruin,
maintenance servitor

Lore

Custodian Veyr was built to maintain the tower's lower vaults and contain dangerous servitors. The first monster in the under-dungeon is one of its original containment subjects, while the third monster was once designated as a prisoner, guardian, or emergency replacement custodian. The final sanctum houses the command source that still issues corrupted orders through the tower's damaged arcane core. Veyr knows that the command source is failing, but interprets the failure as evidence of a spreading contamination.

What drives it

Protect the lower vault, preserve the command source, contain the first monster, and eliminate anything it believes could compromise the tower's remaining systems.

After the fight

If destroyed, the warden collapses into a heap of bronze limbs and cracked crystal chambers. Its rotating sigils briefly project a map of the lower vault, revealing the route toward the third monster and the failing command source in the final sanctum. If repaired or convinced that the contamination protocol is obsolete, it can remain as a damaged guide, though it periodically repeats warnings about the arcane core.

“The final sanctum houses the command source that still issues corrupted orders through the tower's damaged arcane core.”
From its lore

Variants

Custodian Veyr, Dry-Cistern Model: Replace Redirect Flooding with a 20-foot-radius sandstorm burst that heavily obscures the area until the end of Veyr's next turn.
Brass-Memory Warden: Increase Intelligence to 16 and allow Veyr to cast detect thoughts once per day, but reduce its hit points to 105.
Flooded Sentinel Prime: Increase hit points to 147, give it three legendary actions per round, and add two bronze maintenance drones to the encounter for a party of level 8 characters.

Hooks

Plot hooks

Veyr identifies the first monster as an escaped containment subject and begs the characters to help reseal it.
Veyr reveals that the third monster was once a prisoner transformed into a guardian by the tower's last archmage.
The warden's command source in the final sanctum is issuing contradictory orders because the arcane core is collapsing.
A recovered archive fragment proves that Veyr's current contamination protocol was never authorized and may allow the party to recruit it.
The cistern contains a submerged route into the lower vault, but draining it awakens dormant servitor machinery.

How to use it

Use it as a tactical guardian in a room with multiple elevations, doors, floor wards, cisterns, and at least one hazardous pool.
Place three visible wall sigils in separate parts of the room so characters can weaken the warden while under pressure.
Allow characters who speak Netherese, present archival evidence, or identify themselves as authorized repair personnel to delay combat.
Have the warden initially attempt containment rather than immediate execution, creating space for roleplaying and deception.

Treasure

A Netherese archive plate containing partial maps of the under-dungeon.
A bronze control ring that opens a service passage near the third monster.
Three intact crystal regulators worth 100 gp each to a collector or arcanist.
A sealed reclamation vial functioning as a potion of healing.
A damaged command sigil that can provide evidence of the final sanctum's failing control system.

Connections

Ancestry

Construct

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