Vault Warden
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.