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Keeper of Ten Thousand Keeps - Monster (10k Follower on Instagram!)

🎉🏰🗝️ Ladies and Gentlemen, esteemed adventurers, and marvelous creators of epic tales from across the realms,

Today, it is with an exuberant heart and immense appreciation that I stand before you all, the brilliant minds and impassioned hearts that make up our wondrous community here at DragonsAndStories. As we gather in this digital conclave of creativity and passion for storytelling, it is a monumental joy to acknowledge a milestone that we have achieved together - reaching 10,000 followers on Instagram and welcoming countless new patrons into our fold!

The journey that we've embarked upon together has been nothing short of magical, threading tales that span across universes, crafting creatures of delightful dread and awe, and, most importantly, building a community where each story, every character, and all worlds are cherished and celebrated.

In honor of YOU, our steadfast companions on this journey, we’re thrilled to unveil a new and mystic entity, crafted in the boundless realms of our collective imagination - The Keeper of Ten Thousand Keeps. 🗝️🏰 This majestic creature, colossal in stature and imbued with the mysterious essence of myriad realms, stands not just as a testament to our shared creativity, but as a guardian of boundless stories yet to be told and adventures yet to be embarked upon.

The Keeper does not simply dwell within the confines of its own fantastical reality. It resides here, amidst us all, safeguarding the spirit of every narrative we weave, every character we bring to life, and every world we conjure from the depths of our creativity. It symbolizes our vibrant community, wherein each story forms a unique keep, standing tall and proud, amidst the vast landscape of our collective storytelling.

As we present this magnificent entity to you all, let it be a reminder that every story, whether whispered in the hidden corners of a quaint tavern or bellowed from the lofty peaks of ancient mountains, finds a home here, within the sanctuary of our community and the imposing, yet benevolent embrace of our Keeper.

🙏✨ To our new patrons, thank you for entrusting us with your support and becoming an integral part of our story. Your belief fuels our creativity and helps forge new realms and adventures that we explore together. To our 10,000 followers, each one of you is a precious gem in the vast treasure trove of our community. Your engagement, enthusiasm, and creativity breathe life into the stories we tell and the worlds we build.

Let us step forth, hand in hand, into the keeps of uncharted tales, guided by the steadfast vigil of our new guardian. May the Keeper of Ten Thousand Keeps inspire our narratives, protect our fantastical realms, and stand eternal as a beacon of our shared journey and collective creativity.

Here's to myriad more tales to tell, countless adventures to share, and an eternity of creativity and camaraderie! 🥂🎉🐉

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Keeper of Ten

Thousand Keeps

Gargantuan construct, neutral good

Armor Class: 25 (natural armor)

Hit Points: 5535 (270d20 + 2700)

Speed: 60 ft.

STR 30 (+10)

DEX 10 (+0)

CON 30 (+10)

INT 10 (+0)

WIS 16 (+3)

CHA 8 (-1)

Saving Throws Str +19, Dex +9, Con +19, Int +9, Wis +12, Cha +8

Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities blinded, charmed, deafened, exhaustion, grappled, petrified, prone, stunned, unconscious

Senses darkvision 120 ft., passive Perception 13 Languages understands Common and Draconic but can’t speak

Challenge 30 (155,000 XP)

Immutable Form. The Keeper is immune to any spell or effect that would alter its form.

Magic Resistance. The Keeper has advantage on saving throws against spells and other magical effects.

Magic Weapons. The Keeper's weapon attacks are magical.

Siege Monster. The Keeper deals double damage to objects and structures.

Counted as a Structure. For spells and effects that target structures specifically (such as earthquake), the Keeper is considered a structure.

Hallowed Inhabitants. The Keeper of Ten Thousand Keeps enshrouds within it a consortium of mighty archwizards, each harboring secrets and powers untold. Umorith, the Undulating Sea of Knowledge, alongside Uqor, the Dusk That Sees, mingles thoughts with Phuviar, Guardian of Silken Winds, and Ukonn, the Invisible Tempest, in a sanctuary of otherworldly dialogues. Shukore, the Ink of Infinite Tales, crafts destinies with Asedor, the Illuminating Pallor, while Izobis, the Mirage of Ages, and Arruneth, the Reality Weaver, navigate through realms sublime and abstract. Vozohr, the Ember Sentinel, watches over the realms with Imanorim, the Frost of Forgotten Words, as Enewyn, Tapestry of the Heavenly Spheres, and Lernas, the Resonance of Unseen Light, intertwine cosmic filaments. Esior, the Tide Beyond Horizons, joins Eveus, the Voyager of Astral Light, in a cosmic ballet, while Enuqor, the Sun’s Hierophant, and Shuviar, the Moon’s Soft Glow, maintain their gentle cosmic dance. Uzohr, the Infernal Lock, and Dhubis, the Liberated Shade, safeguard abyssal mysteries. Urnas, the Silent Epoch, intertwines timelines with Ulloras, the Ageless Murmur, as Thehion, Keeper of Unspoken Tales, and Dhozahl, the Weaver of Fears, navigate through temporal corridors. Latarish, the Puzzle of Endings, and Geshann, the Dawning Genesis, sail upon existence’s river, while Peldor, the Spiral of Fortunes, and Etosh, the Unbroken Cycle, intertwine destinies and lots. Zisim, the Quietude of Desolation, breaks bread with Arrosior, the Genesis of Form, as Geqinn, the Heartstone's Pulse, and Iphorin, the Endless Summer’s Petal, harness the perpetual rhythms of nature’s sway. This congress of timeless wisdom and arcane mastery directs the Keeper through eons and astral tides, constituting a haven of wisdom and might amidst the boundless keeps.

Wish Immunity. The Keeper is immune to being altered, damaged, destroyed, or translocated by the wish spell or similar reality-altering magic.

Dragon-Enchanted Lava’s End. The Keeper can only be permanently destroyed if it is submerged in lava that has been enchanted by a deity of dragonkind. Otherwise, if it would be reduced to 0 hit points, it is inactive but slowly begins to rebuild itself after 4d10 days.

Actions

Multiattack. The Keeper can use its Fling and make two slam attacks.

Slam. Melee Weapon Attack: +19 to hit, reach 25 ft., one target. Hit: 36 (4d12 + 10) bludgeoning damage.

Fling. One Huge or smaller object held or creature grappled by the Keeper is thrown up to 200 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a Dexterity saving throw (DC 19) or take the same damage and be knocked prone.

Summon Keeps (3/Day).  The Keeper summons three keeps from an alternate dimension, each materializing within a 300-foot range of it. Each keep is a huge construct with an AC of 22, 500 hit points, and immunity to all conditions. They take their turn immediately after the Keeper, and they can make a slam attack with a +10 to hit, a reach of 15 ft., and dealing 31 (4d12 + 5) bludgeoning damage on a hit. The summoned keeps last for 10 minutes.

Legs of the keeps manifest as sturdy, mobile pillars, enabling them to crawl back toward the Keeper at a speed of 20 feet if they are further than 120 feet away when the summoning duration ends. If a keep is destroyed before it can return, the Keeper loses 100 hit points. The Keeper cannot regain hit points lost in this manner except via its Regenerative Rebuild trait. If the Keeper is reduced to 0 hit points due to the loss of its keeps, it must begin to use its Regenerative Rebuild trait immediately.

Regenerative Rebuild (1/Day). If the Keeper is reduced to 0 hit points and the Dragon-Enchanted Lava’s End condition is not met, it is not destroyed but rather begins to rebuild itself. Over the next minute, it regains 400 hit points per round until it reaches its hit point maximum again.

Legendary Actions

The Keeper of Ten Thousand Keeps can take 3 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 Keeper regains spent legendary actions at the start of its turn.

Summon Pillar (Costs 2 Actions). The Keeper summons a stone pillar from the ground in a space it can see within 120 feet. The pillar is 10 feet tall and 5 feet wide, has AC 18, and 150 hit points, lasting up to 1 minute. Creatures within 5 feet of the space where the pillar emerges must succeed on a Dexterity saving throw (DC 20) or take 18 (4d8) bludgeoning damage and be knocked prone.

Restore Keep (Costs 3 Actions). The Keeper channels energy toward one of its summoned keeps within 120 feet, restoring 100 hit points to it.

Fortify Structure (Costs 3 Actions). The Keeper chooses a structure it can see within 300 feet and fortifies it with mystical energy. The structure gains a +2 bonus to AC and resistance to all damage for 1 minute.

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