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Art by FTTHelper — FLUX.2 pro via fal.ai
Original generation · R21 Media Group

Tidewarden of the Old Lighthouse

Gargantuan aberration, neutral evil

AC
19
HP
350
Speed
20
CR
17

The Old Lighthouse has not been crewed in ninety years and has not gone dark once. Saltspire keeps it on the charts as a hazard rather than a light, and every pilot in the Reach is taught the same thing before they are taught anything else: whatever is showing you the way in, it is not a lamp, and it is not showing you the way in.


Armor Class 19 (natural armor)

Hit Points 350 (20d20 + 140)

Speed 20 ft., swim 60 ft.


STR
26 (+8)
DEX
12 (+1)
CON
24 (+7)
INT
19 (+4)
WIS
20 (+5)
CHA
18 (+4)

Saving Throws Con +13, Int +10, Wis +11

Skills Arcana +10, Perception +11

Damage Resistances cold, lightning

Damage Immunities psychic

Condition Immunities blinded, charmed, frightened

Senses truesight 120 ft., passive Perception 21

Languages Deep Speech, telepathy 120 ft.

Challenge 17


Traits

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

Amphibious. The tidewarden can breathe air and water.

The Light That Draws. At the end of each of the tidewarden's turns, each creature within 300 feet that can see its lantern must succeed on a DC 19 Wisdom saving throw or move up to its speed toward the tidewarden by the shortest available route, avoiding obvious hazards. A creature that has succeeded on this save is immune to it for 24 hours.

Actions

Multiattack. The tidewarden uses Lantern Gaze and makes two tentacle attacks.

Tentacle. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage. If the target is Huge or smaller it is grappled (escape DC 22) and restrained until the grapple ends.

Lantern Gaze. The tidewarden turns its light on one creature it can see within 120 feet. The target must make a DC 19 Wisdom saving throw, taking 33 (6d10) psychic damage and being blinded until the end of its next turn on a failed save, or half as much damage and no blindness on a successful one.

Founder (Recharge 5–6). The tidewarden exhales the black water of the harbour bottom in a 60-foot cone. Each creature in that area must make a DC 21 Constitution saving throw. On a failed save it takes 45 (10d8) cold damage, is pushed 20 feet away, and is knocked prone. On a successful save it takes half as much damage and is neither pushed nor knocked prone.

Legendary Actions

The tidewarden 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. The tidewarden regains spent legendary actions at the start of its turn.

Tentacle. The tidewarden makes one tentacle attack.

Relight (Costs 2 Actions). The tidewarden uses Lantern Gaze.

Sounding. The tidewarden moves up to its swimming speed without provoking opportunity attacks.

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Further reading

Jetpack7 Game Master Series
The Game Master's Book of Random Encounters
Jeff Ashworth · 2020
The Game Master's Book of Traps, Puzzles and Dungeons
Jeff Ashworth · 2022
The Game Master's Book of Legendary Dragons
Aaron Hübrich · 2022