The Unnamed Keeper
Armor Class 17 (salt-stiffened oilskin)
Hit Points 187 (22d8+88)
Speed 30 ft. climb 30 ft.
Saving Throws Dex +7, Wis +7, Cha +8
Skills Stealth +7, Perception +7, Intimidation +8
Damage Resistances cold; fire; lightning; necrotic; bludgeoning from nonmagical attacks; piercing from nonmagical attacks; slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, poisoned, prone, restrained
Senses darkvision 120 ft., passive Perception 17
Languages Common, telepathy 60 ft.
Challenge 12 (8,400 XP) Proficiency Bonus +4
Actions
Bonus 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.
Lair
Lair Actions
On initiative count 20 (losing initiative ties), the creature can take a lair action to cause one of the following effects; it can't use the same effect two rounds in a row:
- The Beam Sweeps. A beam of corpse-pale light sweeps across the lair. Until initiative count 20 on the next round, the Keeper can see invisible creatures, and each enemy that starts its turn in bright light must succeed on a DC 16 Wisdom saving throw or be frightened until the end of its turn.
- Black Surf. A wave crashes through the lair. Each creature on the ground must succeed on a DC 16 Strength saving throw or be knocked prone and pushed up to 20 feet. The Keeper is unaffected and can move across the water without penalty.
- Names in the Fog. Whispers fill a 30-foot-radius area within the lair until initiative count 20 on the next round. The area is heavily obscured for creatures other than the Keeper. The first time each enemy speaks during this effect, it must succeed on a DC 16 Charisma saving throw or grant the Keeper one Naming Mark.
Regional Effects
The region containing the creature's lair is warped by its magic, creating the following effects:
- Within 6 miles of the lighthouse, storms gather unnaturally whenever night falls, and the sea remains rough even beneath clear skies.
- Names spoken near the cliff path are carried for miles by the wind; witnesses frequently hear their own voices answering from the fog.
- Lanterns and signal fires within 1 mile of the lighthouse burn with a blue-black flame and cast shadows toward the sea.
- At midnight, a spectral bell rings from the lighthouse, and anyone who hears it must resist the urge to walk toward the cliff path.
If the Keeper dies, the storm abates after 1d10 days, but the lighthouse lamp remains dark until someone carries its original brass lens to the sea and speaks the Keeper's forgotten name one final time.
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"Do not call him by name. The fog is listening." โ warning scratched into the door of Gullwatch Light
Lore & Description
Appearance
An empty lighthouse keeper's coat walks upright along the cliff path, its heavy yellow oilskin cracked and salt-whitened. Brass buttons glimmer like drowned eyes beneath a collar turned against the wind, while black water drips constantly from sleeves that end in grasping, invisible hands. A dented storm lantern hangs where a heart might be, shining with a narrow beam of corpse-pale light. Beneath the coat is only rolling fog, tangled seaweed, and the suggestion of boots that never quite touch the ground.
Behavior & Origins
Morrow Vane was the keeper of Gullwatch Light, a remote lighthouse whose lamp failed during the Tempest of Saint Orra. He walked the cliff path through the storm to relight it and was swept into the sea; his coat returned three nights later and has continued its rounds ever since. The spirit believes every living traveler is a ship that has lost its way, and it tries to guide them toward the cliff edge. The Keeper grows stronger when named because each spoken utterance restores a fragment of the identity it surrendered to the storm. A concrete way to end its haunting is to recover Morrow Vane's rusted logbook from the wreck of the bell tender ship Vesper's Mercy and burn every written version of his name in the lighthouse lamp.
Running The Unnamed Keeper
Tactics
The Keeper opens by snuffing nearby light and using Sound the Fog Bell to scatter the party, then targets isolated characters with Oilskin Lash attacks. It positions itself in darkness or fog, using Stormcoat's Turn and Stormstep to deny clean attacks while its lantern blinds ranged threats. When bloodied, it uses Walk the Cliff Path to divide the battlefield and attempts to drag a heavily wounded creature toward the sea. It fights to the death within sight of its lighthouse, but flees if forced more than 10 miles away from it.
DM Tips
- Telegraph the danger with footprints that begin and end abruptly, a lantern beam moving against the wind, and villagers who refuse to say the lighthouse keeper's name.
- Use a wet, distant voice and have the empty coat turn its collar toward whoever speaks; reward players who refer to it only as 'the Keeper.'
- For a weaker party, remove the extra damage from Naming Marks and reduce Sound the Fog Bell to 4d8 thunder damage; for a stronger party, let Naming Marks increase to seven and allow the Keeper to use Snuff the Flame as a legendary action.
- Make the battlefield memorable with slick stone, steep drops, swinging lanterns, and sudden fog, but clearly describe safe routes so movement remains tactical rather than arbitrary.
Loot
- Morrow Vane's Brass Lens — A thumb-sized fragment of the lighthouse lens, warm even in seawater. It can reveal invisible creatures when held before a flame and is central to ending the haunting.
- Salt-Stiffened Logbook — Usually found in the lighthouse or among the wreckage of Vesper's Mercy. Its pages record the names of every person Morrow failed to guide home.
- Storm Lantern of Gullwatch — The Keeper's lantern remains cold and unlit after its defeat. If rekindled with lightning, it casts light through fog and grants advantage on checks made to navigate during storms.