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The Unremembered Keeper

Medium Undead, Lawful Neutral


Armor Class 17 (natural armor)

Hit Points 170 (20d8+80)

Speed 30 ft. climb 30 ft.

STR 18 (+4)
DEX 16 (+3)
CON 18 (+4)
INT 12 (+1)
WIS 16 (+3)
CHA 18 (+4)

Saving Throws Dex +7, Wis +7, Cha +8

Skills History +5, Insight +7, Stealth +8, Perception +7

Damage Resistances cold; necrotic; bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained

Senses darkvision 120 ft., passive Perception 17

Languages Common, telepathy 60 ft.

Challenge 12 (8,400 XP) Proficiency Bonus +4


The Unremembered Form. The keeper is immune to all damage unless at least one creature within 60 feet has learned what the coat was in life: Elias Venn, keeper of Blackglass Beacon, who died during a storm while carrying three shipwrecked children to safety. A creature can learn this truth by succeeding on a DC 16 Intelligence (History or Investigation) check after examining the beacon, the keeper's log, or the wreckage along the cliff path. The truth can also be learned automatically from Elias's intact final log. Once a creature learns it, the keeper can be harmed normally by all creatures. The knowledge remains even if the creature leaves the area or dies.
Storm-Woven Garment. The keeper can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it takes 10 (3d6) force damage and is shunted to the nearest unoccupied space. It can see normally through rain, fog, and darkness caused by weather.
The Last Watch. The keeper cannot be surprised while within 1 mile of Blackglass Beacon. It has advantage on saving throws against being turned, and it knows the location of every open flame within 120 feet.
Legendary Resistance (3/Day). If the keeper fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The keeper makes three Storm-Lash attacks.
Storm-Lash. Melee weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) slashing damage, plus 7 (2d6) cold damage. The target must succeed on a DC 17 Strength saving throw or be pulled up to 10 feet toward the keeper.
Sodden Embrace. Melee weapon Attack: +8 to hit, reach 5 ft., one Medium or smaller creature. Hit: 17 (3d8+4) cold damage. The target is grappled (escape DC 17) as the coat wraps around it. Until this grapple ends, the target is restrained and takes 7 (2d6) cold damage at the start of each of its turns. The keeper can grapple only one creature this way.
Lantern of the Last Watch (Recharge 5-6). The keeper raises a rusted lantern, projecting a beam of corpse-blue light in a 60-foot line that is 10 feet wide. Each creature in that area must make a DC 17 Dexterity saving throw, taking 31 (7d8) radiant and cold damage on a failed save, or half as much on a successful one. A creature that fails the save is also blinded until the end of its next turn.

Reactions

Wind Off the Cliff. When a creature the keeper can see moves within 10 feet of it, the keeper moves up to 15 feet without provoking opportunity attacks. A creature adjacent to the keeper when it moves must succeed on a DC 17 Dexterity saving throw or be knocked prone.

Legendary Actions

The keeper can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The keeper regains spent legendary actions at the start of its turn.

Drifting Step. The keeper moves up to half its speed through creatures and objects without provoking opportunity attacks.
Storm-Lash. The keeper makes one Storm-Lash attack.
Beacon's Warning (Costs 2 Actions). One creature the keeper can see within 60 feet must succeed on a DC 17 Wisdom saving throw or become frightened until the end of its next turn. While frightened this way, the creature sees every darkened window as a drowning eye.

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Tell him the lamp is lit, and perhaps he will finally come home. โ€” Mara Venn, last surviving descendant of the keeper

Lore & Description

Appearance

The Unremembered Keeper is an empty, oil-black lighthouse coat standing upright on invisible shoulders. Its brass buttons are green with salt, its sleeves hang like wet limbs, and seawater constantly pours from its cuffs without ever forming a puddle. A cracked lantern burns beneath its collar where a head should be, casting a narrow blue-white beam through the storm. When it moves, the coat flaps and snaps as though caught in a gale, even in still air.

Behavior & Origins

The coat belonged to Elias Venn, the devoted keeper of Blackglass Beacon. During the Tempest of Saint Orra, Elias left the lighthouse to rescue three children from a wreck below the cliff. He carried them one by one to safety, but the final wave swept him away before he could return for his logbook. His body was never found, and the empty coat continued walking the cliff path every stormy night. The keeper does not understand that it is dead; it believes the beacon remains unattended and attacks anyone it mistakes for a sailor abandoning ship. The intact final log lies beneath a loose floorboard in Blackglass Beacon.

Running The Unremembered Keeper

Tactics

The keeper opens with Lantern of the Last Watch to blind and scatter intruders, then uses Storm-Lash to drag isolated creatures toward the cliff edge. It uses Drifting Step and Wind Off the Cliff to pass through the party, seeking to grapple a vulnerable target with Sodden Embrace. If reduced below one-quarter of its hit points, it retreats toward Blackglass Beacon unless a creature carrying Elias's final log is present; in that case, it fights desperately to destroy the evidence.

DM Tips

  • Telegraph the mystery with footprints that begin and end at the cliff edge, a blue lantern glow in distant rain, and old rescue bells ringing from the empty beacon.
  • The keeper should speak in Elias's calm, repetitive voice, asking whether the light is visible and insisting that someone is still aboard the wreck.
  • Do not hide the solution behind a single skill check: place the final log, a memorial plaque, or an elderly witness nearby so the players can discover the truth through investigation and roleplay.
  • For a weaker party, reduce the keeper to 140 hit points and remove its legendary Storm-Lash. For a stronger party, give Lantern of the Last Watch a 4-6 recharge and allow the keeper two reactions per round.

Loot

  • Elias Venn's Final Log — A salt-swollen journal naming the three children Elias rescued and describing his final descent from Blackglass Beacon. Reading it reveals the truth required to harm the keeper.
  • Beacon Keeper's Brass Key — A heavy key stamped with a black lighthouse. It opens a sealed chamber beneath Blackglass Beacon containing rescue equipment and the names of every sailor Elias ever saved.
  • Blue Wick of Saint Orra — The supernatural wick from the keeper's lantern. If placed in a mundane lantern, it burns underwater and reveals invisible creatures within 10 feet for 1 hour.

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Generation Info

Original prompt:
"CR 12: A lighthouse keeper's coat that still walks the cliff path on stormy nights. It can only be truly harmed by someone who understands what it used to be."

Created: Sep 10, 2026
Modified: Sep 11, 2026

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