Eternal Guardian: Reforms at full health at the foot of his Master's Casket 24 hours after his hp is reduced to 0. Only destroying the casket will break his curse. He cannot move more than 300ft away from his Master's Casket, and he cannot touch it. Vampire's Weaknesses: Forbiddance, Harmed by Running Water(20 acid Damage), Stake to the Heart, Sunlight Hypersensitivity(20 Radiant Damage) Regeneration: Heals 20hp at the start of his turn Spider Climb Water Walk Magical Weapons
Multiattack: 3 Kusarigama attacks, one of which can be replaced by a Phantom Chain attack. Kusarigama(Sickle and chain): +12 to hit, 20ft range, 28 6d6+7 slashing. All creatures in a 10ft radius of the target suffer 21 6d6 slashing damage(DC 20 dex save for half) as spinning blades materialize in the air for an instant. Phantom Chain(Recharge 5-6): All creatures of the False Transcendent Guardian's choice within 20ft must roll a DC 20 strength saving throw or become restrained by phantom chains. At the end of the False Transcendent Guardian's turn, all restrained creatures suffer 14 4d6 necrotic damage and he gains temporary hit points equal to the total damage dealt to all creatures. A creature can use it's action to attempt a DC 20 arcana check to free a restrained creature within 5ft, including the restrained creature itself. Bonus Action: Life Drain: A random creature restrained by the phantom chains suffers 14 4d6 necrotic damage. The target must succeed a DC 20 Constitution saving throw, or it's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if it's hit point maximum is reduced to 0. A humanoid slain by this attack rises 24 hours later as a Wight under the Guardian's control, unless the humanoid is restored to life or its body destroyed. The guardian can have no more than 12 Wights under it's control at one time.
Chain Defense: The guardian can use a creature restrained by his phantom chains to defend himself. The creature is moved to an open adjacent space, and the guardian gains +5 AC against the incoming attack, and if the attack misses the damage is instead dealt to the restrained creature.
On initiative count 20(Losing initiative ties), the FT Guardian takes a lair action to cause one of the following effects; the FT Guardian can't use the same effect two rounds in a row.
An underground lake cavern, with an island tomb at the center of the water. The tomb walls depict a man in shadow standing over the masses, embedded with 12 deep star rubies(1000gp each). The single coffin in the center of the room is polished marble, unmarked except for a Deep Crimson ruby embedded in the center. Detect magic shows the coffin radiates a powerful abjuration aura. The coffin is invincible, immovable, and untouchable. An invisible barrier stops everything from approaching closer than 1cm. The coffin can only be opened with a 9th level dispel magic.