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The Last Keeper

Medium Undead (shapechanger), Neutral Evil


Armor Class 16 (oilskin and spectral brass)

Hit Points 136 (16d8+64)

Speed 30 ft. climb 30 ft.

STR 14 (+2)
DEX 18 (+4)
CON 18 (+4)
INT 12 (+1)
WIS 16 (+3)
CHA 19 (+4)

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

Skills Stealth +8, Deception +8, Perception +7

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

Damage Immunities poison

Condition Immunities charmed, exhaustion, frightened, poisoned

Senses darkvision 120 ft., passive Perception 17

Languages Common, telepathy 60 ft.

Challenge 9 (5,000 XP) Proficiency Bonus +4


The Coat Walks Alone. The Last Keeper is an empty lighthouse keeper's coat, oilskin trousers, boots, and brass-buttoned cap animated by a storm-dark spirit. It can move through a space as narrow as 1 inch without squeezing. It has advantage on saving throws against effects that turn undead.
Pity's Open Door. When a creature within 60 feet willingly offers aid, comfort, shelter, or sympathy to the Last Keeper, the creature must succeed on a DC 16 Wisdom saving throw or become marked by pity for 1 minute. While marked, the creature cannot willingly move farther than 30 feet from the Last Keeper, and the Last Keeper has advantage on attack rolls against it. A marked creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. A creature that succeeds is immune to this trait for 24 hours.
Storm-Sewn Form. The Last Keeper can occupy the space of a Medium or smaller creature that is incapacitated, willing, or marked by pity. The target must succeed on a DC 16 Charisma saving throw or be restrained inside the empty coat for 1 minute. While occupied, the target takes 10 (3d6) psychic damage at the start of each of its turns, and the Last Keeper can use the target's voice. The effect ends if the Last Keeper is reduced to 0 hit points or is forced out by remove curse, dispel evil and good, or similar magic. Once a creature succeeds on this saving throw, it is immune to Storm-Sewn Form for 24 hours.
Lantern-Eyed Watcher. The Last Keeper can see invisible creatures and objects, and it can see through magical darkness to a distance of 60 feet. It has advantage on Wisdom (Perception) checks made during rain, fog, or darkness.
Innate Spellcasting. The Last Keeper's spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, The Last Keeper requires no material components.:
1/day each: control water, hold monster
3/day each: fog cloud, misty step, ray of enfeeblement
At will: thaumaturgy, minor illusion

Actions

Multiattack. The Last Keeper makes three Lantern Hook attacks, or it makes two Lantern Hook attacks and uses Drown in the Light if available.
Lantern Hook. Melee weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) slashing damage, plus 7 (2d6) necrotic damage. If the target is marked by pity, it must succeed on a DC 16 Strength saving throw or be pulled up to 10 feet toward the Last Keeper.
Lantern Flare. The Last Keeper flashes the dead flame inside its lantern. Each creature of the Keeper's choice within 30 feet that can see it must make a DC 16 Wisdom saving throw. On a failed save, a creature takes 18 (4d8) psychic damage and is blinded until the end of its next turn. On a successful save, it takes half as much damage and isn't blinded.
Drown in the Light (Recharge 5-6). The Last Keeper projects a beam of pale lighthouse radiance in a 60-foot-long, 5-foot-wide line. Each creature in the line must make a DC 16 Dexterity saving throw, taking 31 (7d8) radiant damage and 13 (3d8) necrotic damage on a failed save, or half as much damage on a successful one. A creature that fails the save is also knocked prone and marked by pity until the end of its next turn.
Borrowed Voice. The Last Keeper speaks in the voice of someone a creature within 60 feet trusts or mourns. One creature that can hear it must succeed on a DC 16 Wisdom saving throw or be incapacitated until the end of its next turn. If that creature is marked by pity, it is instead charmed by the Last Keeper until the end of its next turn and must use its reaction, if available, to move up to its speed toward the Keeper.

Bonus Actions

Fogstep. The Last Keeper teleports up to 30 feet to an unoccupied space it can see that is in dim light, darkness, rain, or fog. A swirl of wet mist remains in the space it left until the start of the Keeper's next turn.

Reactions

Take My Hand. When a creature within 10 feet of the Last Keeper targets it with an attack, the Keeper forces that creature to make a DC 16 Wisdom saving throw if it is marked by pity. On a failed save, the attack targets the attacker or another creature within the attack's range instead, chosen by the Keeper.

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"He only asks that you take his hand. That is how he gets inside you." โ€” Mara Venn, survivor of Gannet's Rest

Lore & Description

Appearance

The Last Keeper appears as a weather-beaten lighthouse keeper's uniform walking without a body inside it. Its black oilskin coat is stiff with salt, its brass buttons glow like drowned stars, and its boots leave wet footprints even on dry stone. A cracked lantern hangs from one sleeve, casting a narrow beam that bends toward anyone who looks afraid. Beneath the collar is only roiling black fog threaded with tiny sparks of blue lightning.

Behavior & Origins

The Last Keeper was once Iven Marr, warden of the Gannet's Rest lighthouse, who died during a storm after rescuing sailors from the rocks. The town promised to keep the light burning, then abandoned the lighthouse when the cliffs began to collapse. Iven's devotion curdled into a hunger for gratitude, and now the coat walks the cliff path whenever thunder rolls. It approaches travelers as a soaked, voiceless figure in need of help, growing stronger when someone offers a cloak, a hand, or words of comfort. The Keeper wants the lighthouse relit with a living soul inside it; it has recently begun seeking the daughter of the last sailor it saved, Mara Venn, who unknowingly carries Iven's old brass key.

Running The Last Keeper

Tactics

The Last Keeper begins at a distance in fog, using Borrowed Voice and a false plea for help to mark the most compassionate character with pity. It uses Lantern Hook to drag marked creatures toward cliffs or into the path of Drown in the Light, while Fogstep keeps it among darkness and rain. When reduced below half its hit points, it occupies a marked creature if possible and uses that victim's voice to sow hesitation; it flees into the lighthouse only if no creature remains marked, but fights to the death if Mara Venn or the brass key is present.

DM Tips

  • Telegraph the danger with wet footprints leading against the wind, a lantern beam sweeping across empty cliffs, and distant cries for help that repeat word for word.
  • Play the Keeper softly and sorrowfully at first, using pauses, rattling buttons, and borrowed voices; make its cruelty emerge only after the characters offer aid.
  • Reward caution without removing the central temptation: characters can avoid Pity's Open Door by refusing to help, but doing so should feel morally uncomfortable and create lasting consequences.
  • For a weaker party, reduce hit points to 110 and remove the necrotic damage from Lantern Hook; for a stronger party, give it two legendary actions per round and let Fogstep recharge on a 5-6.

Loot

  • Iven Marr's Brass Lighthouse Key — A salt-blackened key that opens the abandoned Gannet's Rest lantern room and bears a tiny engraving of the names of the sailors Iven saved.
  • The Unlit Warden's Lantern — A cracked lantern that sheds pale light for 10 minutes when exposed to seawater. While lit, it reveals invisible creatures within 10 feet, but each use carries a faint voice asking to be let in.
  • Mara's Waterlogged Letter — A letter found stitched into the coat's lining, proving that the town council knowingly abandoned Iven and concealing a map to a sealed rescue tunnel beneath Gannet's Rest.

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The Last Keeper

Generation Info

Original prompt:
"CR 9: A lighthouse keeper's coat that still walks the cliff path on stormy nights. It is most dangerous when pitied."

Created: Oct 25, 2026
Modified: Oct 26, 2026

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