The Keeper (5e Creature)
The Keeper[edit]
Medium humanoid (elf), neutral evil Armor Class 17 (natural armor)
Saving Throws Str +7, Con +6, Cha +6 Fey Ancestry. The Keeper has advantage on saving throws against being charmed, and magic can’t put him to sleep. Flyby. The Keeper doesn't provoke opportunity attacks when he flies out of an enemy's reach. Sunlight Sensitivity. While in sunlight, The Keeper has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ACTIONSMultiattack. The Keeper uses Wind Gust. He then makes two baton attacks. Baton. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. When the baton hits, the target must make a DC 14 Constitution saving throw or be incapacitated for 1d10 minutes or until something wakes it up. Wind Gust. The Keeper creates a gust of wind with his wings. Each creature within 5 feet of The Keeper must succeed on a DC 13 Strength saving throw or be knocked prone. Acid Breath (Recharge 5-6). The Keeper exhales acid in a 25-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 18 (6d6) acid damage on a failed save, or half as much damage on a successful one. BONUS ACTIONSMindless Rage (Recharges after a Short or Long Rest). The Keeper can enter a rage at the start of his turn. The rage lasts for 1 minute or until The Keeper is incapacitated. While raging, The Keeper gains the following benefits:
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The Keeper is a dictator in the Underdark, planning on taking over most of the middledark and controlling at least some of the lowerdark and upperdark, with the help of cults, claiming he was sent to the world by Tiamat or Bahamut (depending on who he's talking to), being of dragonborn descent. His fighting style is very aggressive, reflecting his personality. |
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