Image prompthuge stone-and-metal construct vault guardian, blocky seamless armored body, battering-ram fists, featureless rune-lit head, built into sealed vault architecture, closing crushing walls, sealed exits, tremors through floor, pulsing force-glyph antimagic aura, braced immovable stance, cold slate greys tarnished bronze, glowing force runes, claustrophobic chamber, dark fantasy, grimdark, painterly digital art, dramatic chiaroscuro lighting, muted desaturated palette with corrupted-crimson accents, weathered post-Cataclysm atmosphere, intricate high detail, cinematic composition

Vault Warden

Huge Construct, Unaligned
CR 14SoldierDungeon / Structure
AC 20
HP 225 (18d12 + 108)
Speed 30 ft.
STR
25
+7
save +12
DEX
10
+0
save +0
CON
22
+6
save +11
INT
5
−3
save −3
WIS
15
+2
save +7
CHA
1
−5
save −5
Resistances Force; Bludgeoning, Piercing, Slashing (nonmagical)
Immunities Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Prone
Senses Darkvision 120 ft., Tremorsense 60 ft.; Passive Perception 17
Languages

Traits

Antimagic Core. Within 15 feet of the Vault Warden, any effect that grants teleportation fails. Also, a creature casting a spell in this area must make a DC 18 spellcasting ability check; on a failure, the spell fails and the slot is consumed.

Sealed Vault. When the Vault Warden enters combat, every exit of the room it's in is magically sealed. The seal cannot be opened until the Vault Warden dies (Knock, Dispel Magic, brute force — none of it works).

Immutable Form.

Actions

Multiattack. Makes three Vault Fist attacks.

Vault Fist. Melee Attack Roll: +12, reach 15 ft. Hit: 25 (4d8 + 7) Bludgeoning damage, and the target makes a DC 20 Strength save. Failure: Prone.

Crushing Walls (Recharge 5–6). The room's walls close in. Every enemy in the room (no range limit) makes a DC 20 Dexterity save. Failure: 44 (8d10) Bludgeoning damage, and the target has the Restrained condition (pinned against a wall; escape DC 20). Success: Half damage.

Reactions

Vault Lockdown (2/Turn). When an enemy within 15 feet of the Vault Warden tries to flee or attack someone else: it makes one Vault Fist attack.

How to Use

No escape. Sealed Vault forces the fight — the party can't flee, can't teleport, and struggles to cast spells.

This is a claustrophobic nightmare. And Crushing Walls has no range — it hits everywhere in the room.

Key

The Antimagic Core is only 15 feet. Stand outside it and cast. And against Crushing Walls, Evasion (Rogue/Monk) is a lifesaver.