Medium Humanoid, Neutral Good
Armor Class 14
Hit Points 119 (26d8 + 2)
Speed 35 ft.
STR
12 (+1)
DEX
13 (+1)
CON
14 (+2)
INT
19 (+4)
WIS
17 (+3)
CHA
10 (+0)
Saving Throws INT +7, WIS +6
Skills Arcana +10, History +8, Insight +7, Investigation +8, Perception +7
Damage Resistances Psychic
Condition Immunities Petrified
Senses Blindsight 15 ft., Darkvision 100 ft., Passive Perception 17
Languages All
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Permanent Animation. When the Ancient Keeper casts animate object and targets one or more nonmagical books while in it's lair, those books becomes a Magic Book(see my other homebrew creations) and is no longer under the Keeper's control, but is friendly to it.

Spellcasting. The Ancient Keeper is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The Ancient Keeper has following wizard spells prepared:

Cantrips (at will): ray of frostmendingpoison spraychill touchacid splash
1st level (4 slots): entanglecommandmagic missilechromatic orb
2nd level (3 slots): mirror imageblindness/deafnessmisty step
3rd level (3 slots):glyph of wardingcounterspellconjure barrage
4th level (3 slots): dimension doorconfusionphantasmal killer
5th level (2 slots): animate objectsgeas

Actions

Gravity Strike. Melee Spell Attack: +8 to hit, reach 5 ft., 1 target. Hit: 4 (1d4+2) bludgeoning damage. The target must make a DC 14 Strength saving throw or be pushed 30 ft. in a straight line away from the Ancient Keeper. If the target would run into another creature of the same size as the target, they stop being pushed away but both fall prone in the same space. If they run into a wall or Large object, they stop being pushed back and fall prone.

Description

The Ancient Keeper is an old being, protecting an ancient library and it's knowledge from harm. The Ancient Keeper spends most of it's free time learning abilities and spells to better defend the library in which it resides.

Lair and Lair Actions

Ancient Keeper's reside within ancient libraries of fallen groups and kingdoms. They generally live in libraries with powerful knowledge that, in their opinion, the average person is not worthy of knowing. They use the knowledge to advance their skills, and will protect the library at all costs. Some libraries aren't as well kept by the Ancient Keepers as others. Some might be dusty with cobwebs and spiders residing there, or some might be extremely clean, without a speck of dust to be seen.

Lair Actions

On initiative count 20 (losing initiative ties), the Ancient Keeper takes a lair action to cause one of the following effects; the Ancient Keeper can’t use the same effect two rounds in a row:

  • The Ancient Keeper swaps the gravity on up to 5 creatures, making their gravity sideways(left or right), or even upside down. The creatures are pulled in that direction as if the surface in that direction was the floor and they were just standing on a wall or ceiling. The creatures take damage on each fall equal to 5 - the creatures dexterity modifier(minimum of 0).
  • The Ancient Keeper heals all animated creatures within the library by 1d4+5.
  • The Ancient Keeper snuffs out all the torches and light sources within the library until initiative count 1.
  • The Ancient Keeper decides that he'd rather not lose this fight than keep the library clean, and topples a bookcase. The bookcase falls over in a 15 foot cube. Every creature in that space must make a DC 15 Dexterity Saving throw. On a failure, the creature takes [roll]6d6[/roll] bludgeoning damage and is knocked prone under the bookcase. On a successful save, the creature takes half damage, and manages to get out from under the bookcase. A creature stuck under the bookcase must make a DC 15 Strength(or Athletics) Check to get out from under the bookcase. If a creature would be killed by the damage from the bookcase, they are instead knocked unconscious and are stable.

 

Monster Tags: humanoid

GameGlitched545

Comments

Posts Quoted:
Reply
Clear All Quotes