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.
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.
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.
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.
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.
Cantrips
Minor IllusionIllusion— 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 HandConjuration— The warden creates a floating magical hand that manipulates valves, levers, and doors within 30 feet.
1st level
Arcane MarkAbjuration— The warden marks a creature or object with a visible blue sigil, allowing it to track the target within 60 feet for 1 hour.
2nd level
Arcane LockAbjuration— 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.
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