The Tidekeeper
The creature that calls itself “The Tidekeeper” is actually a Watcher named Sahariel. Watchers are ancient celestials that were once tasked with watching over the mortals of the Material Plane. However, a conclave of 12 elder Watchers chose to break their oath and meddle in human affairs: gifting humans with powerful knowledge and magic and, in some cases, even engaging in romantic relationships with humans. The Watchers had broken their oath and no longer had a place in the heavenly realm; they are fallen celestials, but their love for humans would not allow them become fiends either. Instead, they remain what they always were: Watchers.
Givers of Gifts. The Watchers have receded to secret locations throughout the universe, and most now lead solitary lives of reflection. However, if a Watcher is sought out by a human in need, it usually cannot resist the urge to meddle. At the discretion of the GM, a Watcher might gift a worthy human with a magic item, blessing, knowledge, or other aid.
Backstory? A character using the Nephilim lineage from The Adventurer’s Guide to the Bible or playing a Pact of the Watcher Warlock from Azrael’s Guide to the Apocalypse might already have a special connection to the Watchers. Might Sahariel be a missing link to this character’s mysterious past?
Sahariel, the Tidekeeper
Large celestial, lawful neutral
Armor Class: 17 (natural armor)
Hit Points: 182 (11d20 + 88)
Speed: 40 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 13 (+1) | 22 (+6) | 22 (+6) | 22 (+6) | 18 (+4) |
Saving Throws: Int +13, Wis +12, Cha +10
Skills: Arcana +13, History +13, Medicine +12, Religion +13
Damage Resistances: radiant; bludgeoning, piercing, and slashing from nonmagical attacks.
Condition Immunities: blinded, charmed, exhaustion
Senses: truesight 60 ft., passive perception 16
Languages: all languages, telepathy 60 ft.
Challenge: 13 (10,000 XP) Proficiency: +6
Features
Blessing of the Moon: Sahariel touches a willing creature, conferring a blessing on its soul. This blessing remains until the creature dies or renounces it. The creature can cast the moonbeam spell (2nd-level version) using this blessing, requiring no material components and using Sahariel’s spellcasting ability (DC 20). Once the blessed creature casts the spell in this way, it cannot do so again until it finishes a long rest.
Additionally, any creature blessed by Sahariel automatically fails its saving throw against Sahariel’s scrying spell.
Innate Spellcasting: Sahariel can innately cast the following spells, requiring no material components and using Intelligence as its spellcasting ability (DC 20, +12 to hit).
At Will: fly, minor illusion, moonbeam, scrying
3/Day Each: augury, torrent of water, water breathing
1/Day Each: conjure elemental (water only), control water, mend
Legendary Resistance (1/Day): If Sahariel fails a saving throw, it can choose to succeed instead.
Magic Resistance: Sahariel has advantage on saving throws against spells and other magical effects.
Actions
Multiattack: Sahariel uses its Summon Tide, if available, and then makes 3 Moon Strike attacks.
Moon Strike: Melee or ranged Spell Attack: +12 to hit, reach 5 ft. or range 60 ft., one target. Hit: 11 (2d10) radiant damage, and if the target is a shapechanger or affected by illusory magic it reverts to its true form and the illusion fades.
Summon Tide (Recharge 5-6): A wave of water crashes out-ward in a 40-foot-cube, centered on Sahariel. Each creature in this area must succeed on a DC 18 Strength saving throw or it takes 18 (4d8) bludgeoning damage and is pushed 15 feet away from Sahariel. On a successful saving throw a creature takes half as much damage and is not pushed.
Source attribution and license
Silk Road's Guide to Seafaring, printed pages 207.