Huge
Undead
CR 15
Lawful Neutral
Ghulmir the Vigil
Vault's Unblinking Guardian
Ghulmir the Vigil is an immense, hulking mass of rotting flesh and sinew bound together by necromantic will. Where its body bulges and shifts, pouches of old treasure, rusted chain bits and coin spill from fissures; a cracked ceremonial mask is fixed to the front of the mass, and a single, living face is hidden behind it — eyes never seen directly, only the faint, pallid skin that presses the mask outward. Its presence reeks of old death and iron; rooms grow colder and the air tastes of dust and copper when it moves. It protects vaults with relentless, patient malice, smothering intruders in sickly rot and dragging them into its grasp to join the corpses already bound to its bulk.
Armour
19
natural armor (hardened flesh)
Hit points
270
20d12+140
Speed
30ft
Challenge
15
13,000 XP
STR
22
+6
DEX
8
-1
CON
24
+7
INT
12
+1
WIS
16
+3
CHA
14
+2
Saving throws
STR +11, CON +12
Skills
Perception +8, Intimidation +9
Resistances
bludgeoning, piercing, and slashing from nonmagical attacks
Damage immunities
poison
Condition immunities
charmed, exhaustion, frightened, poisoned
Senses
darkvision 120 ft., passive Perception 18
Languages
understands Common but can't speak
Multiattack. The Watcher makes two Slam attacks.
Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 22 (3d10+6) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or gain one level of exhaustion as putrid ichor invades its lungs (the exhaustion from this effect lasts until the target finishes a long rest and can be removed early by greater restoration or similar magic).
Vault Ward (Recharge 5-6). The Watcher releases a sweeping necrotic pulse in a 30-foot radius. Each creature of the Watcher's choice in that area must make a DC 16 Wisdom saving throw, taking 42 (6d8+15) necrotic damage on a failed save, or half as much on a successful one. In addition, all nonmagical doors and chests in the area are magically sealed for 1 minute unless opened by a dispel magic or a knock spell.
Grasping Maw. Ranged Spell Attack: +9 to hit, range 30 ft., one creature. Hit: 18 (4d8) necrotic damage, and the target is pulled up to 15 feet closer to the Watcher and is grappled (escape DC 17). The Watcher can grapple up to two creatures at once with Grasping Maw; a creature grappled this way is restrained while grappled. A grappled creature can use its action to attempt to escape by succeeding on a DC 17 Strength (Athletics) or Dexterity (Acrobatics) check.
Interposing Bulk. When a creature the Watcher can see within 30 feet is targeted by an attack, the Watcher can move up to half its speed and interpose itself between attacker and target. The Watcher becomes the new target of the attack. If the attack hits the Watcher, the damage dealt to it is halved, and the attacker takes 10 (3d6) necrotic damage as rot lashes back from the Watcher's mass.
Ghulmir was forged centuries ago by the cabal known as the Ledger-Matriarchs to guard the hoard beneath the Stone Reliquary of Halvorsen. When the Reliquary fell to betrayers and war, the Ledger-Matriarchs bound the remains of a dozen sworn keepers into a single guardian, pouring their ledgers of vows and curses into a carved iron mask. Over generations the ritual warped the guardian; it became less a faithful sentinel and more a slow, gnawing will that collects and preserves valuables by any means necessary. Scholars of funerary magic — notably the archivist Kest Thir of the Obsidian Ledger — argue that Ghulmir's hunger for new corpses and treasure is a side effect of the original binding ritual, which tied the guardian's sense of duty to the accumulation of material tokens of oath-keeping. It lairs in belowground vaults, collapsed crypts, and buried reliquaries where the air is stale and thick with the smell of metal and rot. Raiders tell of a "watcher with a mask" that can lull sentries into a stupor and close a vault door from the inside; the clandestine thieves' guild called the Whisper-Fold leaves offerings at ruined vault-mouths to avoid its attention.
Imagine a colossal, misshapen humanoid heap, nearly filling a vault's doorway: layered slabs of necrotic flesh stitched with rusted wire, pockets of jellied fat that wobble when it shifts, and strips of ceremonial cloth soaked and mummified into the bulging folds. The mask is an iron oval, pitted and rimmed with tiny carved sigils; behind a torn seam in the mask you can glimpse pallid, damp skin and teeth set in a half-smile. Embedded in its mass are bits of armor, buckles, coins, and the occasional skeletal hand that twitches. The surface is slick with putrid slime and small carrion beetles; steam of cold breath rolls from the seams. Scale reference: the creature should be drawn nearly as tall as a vaulted stone doorway (roughly two to three times the height of a standing human) with the mask set where a human face would be, and pockets of treasure visible in torn flesh cavities.
Made with the free LoreKeeper Monster Generator · D&D 5e-compatible stat block · Free to use at your table · Licence
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