The Unremembered Keeper
Armor Class 17 (natural armor)
Hit Points 170 (20d8+80)
Speed 30 ft. climb 30 ft.
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
Actions
Reactions
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.
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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.