Keeper Of The Yellow Sign

Medium undead, chaotic evil

Armor Class 21 (natural armor)
Hit Points 218 (23d8 + 115)
Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 20 (+5) 14 (+2) 12 (+1) 20 (+5)

Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Saving Throws Str +6, Dex +4, Con +6, Int +3, Wis +7, Cha +11
Skills Arcana +7, Insight +6, Perception +6, Stealth +8
Senses darkvision 60 ft., passive Perception 16
Languages Common, Deep Speech, Giant
Challenge 15 (13,000 XP)

SPECIAL TRAITS

  • Special Gear. The Sagging Man has a hat of scintillating colors (which functions as the robe).
  • Innate Spellcasting. The Sagging Man’s innate spellcasting ability is Charisma (spell save DC 18). He can innately cast the following spells, requiring no material components:
  • Legendary Resistance (3/Day). If the Sagging Man fails a saving throw, he can choose to succeed instead.
  • Spellcasting. The Sagging Man is a 10th-level spellcaster. His spellcasting ability is Charisma (spell save DC 18). The Sagging Man regains his spell slots after a short or long rest. The Sagging Man knows the following warlock spells:
  • Turn resistance. The Keeper of the Yellow Sign has advantage on saving throws against any effect that turns undead.
  • Yellow Sign Affinity. While the Keeper of the Yellow Sign stays within 1 mile of an active Yellow Sign for at least 24 hours it gains a +1 bonus to its AC and a +1 bonus on all saving throws. The Sagging Man’s yellow sign is on display at H4 and is powered by the will of Hastur himself. These changes are included in the statistic block above. If the Sagging Man somehow leaves the area, he loses those bonuses until he again spends 24 hours within 1 mile of an active Yellow Sign.

ACTIONS

  • Multiattack. The Sagging Man uses Glare or Scintillating Chapeaux. Then the Sagging Man makes two slam attacks or uses Entropic Drain.
  • Entropic Drain. Melee Weapon Attack: +10 to hit, reach 5 ft. one target. Hit: 22 (4d8 + 5) necrotic damage. The target must succeed on a DC 18 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A Keeper’s use of its energy draining ability can result in a surge of entropy that consumes its body and disrupts life all around it. Every time the keeper’s entropic drain attack results in a creature’s death, the keeper must succeed at a DC 15 Constitution saving throw or be destroyed. If the keeper is destroyed, all creatures in a 15-foot radius around the keeper with an Intelligence of 4 or greater must make a DC 18 Consitution saving throw. On a failed save, a creature takes 20 necrotic damage and the creature’s maximum hit points are reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. A creature that fails its saving throw must then make a DC 18 Wisdom saving throw. On a failure, the creature suffers from long-term madness and dies after an hour unless the creature’s maximum hit points are restored (such as by greater restoration).
  • Slam. Melee Weapon Attack: +10 to hit, reach 5 ft. one target. Hit: 8 (1d6 + 5) bludgeoning damage.
  • Glare. The Sagging Man chooses one creature within 30 feet he can see. The target suffers disadvantage on Wisdom saving throws and attack rolls until the end of the Sagging Man’s next turn. The effects end if the Sagging Man becomes incapacitated or dead, the target moves more than 30 feet away, or the Sagging Man uses this action again. If the Sagging Man is blinded, he must succeed at a DC 20 Wisdom saving throw or the effect ends on his target.
  • Scintillating Chapeaux (Recharge 5-6). The Sagging Man’s enchanted hat unleashes a cascade of dazzling colors in either a 10-foot radius or a 20-foot cone. Creatures in this area must make a DC 18 Dexterity saving throw. Those failing the save are blinded for 1 round, while those succeeding are dazzled for 1 round, gaining disadvantage on attack rolls and vision-based Wisdom (Perception) checks. Creatures that fail their save can attempt a new saving throw each round at the end of their turn; success ends the blindness and leaves them dazzled (as above) for 1 round.

REACTIONS

  • Painful Glare. When the target of Glare takes damage, the damage is increased by 10 (3d6), and the target must make a DC 18 Constitution saving throw, taking an additional 22 (2d10) necrotic damage on a failed save, or half that much on a successful save.

LEGENDARY ACTIONS

The Sagging Man can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Sagging Man regains spent legendary actions at the start of his turn.

  • Cantrip. The Sagging Man casts a cantrip. Detect. The Sagging Man makes a Wisdom (Perception) check.
  • Shadowy Step (Costs 2 Actions). The Sagging Man magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space he can see.
  • Spell (Costs 2 Actions). The Sagging Man uses his spellcasting ability to cast a spell.

LAIR ACTIONS

On initiative count 20 (losing all initiative ties), the Sagging Man can use one of his lair action options. He can’t do so while incapacitated or otherwise unable to take actions. If surprised, he can’t use one until after its first turn in the combat.

  • Scatter. The Sagging Man uses the dozens of carefully placed mirrors and assorted colored crystals to reflect light from his hypnotic pattern spell and his Scintillating Chapeaux and increases the size of the area to affect the entire room, for 1 round.
  • Dazzle. The room alternates between pitch black and radiant, scattered illumination. The PCs must succeed at a DC 15 Wisdom check or be blinded until the end of their next turn.
  • The Yellow Sign. One PC must make a DC 18 Wisdom check or suffer the effects of confusion (as the spell) until the end of their next turn.
Section 15: Copyright Notice

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