Drowned Keeper

medium elemental, neutral

D&D 5.5 / SRD 5.2

Challenge 5 (1,800 XP)

Available with DM subscription
STR
16 (+3)
DEX
12 (+1)
CON
18 (+4)
INT
8 (-1)
WIS
14 (+2)
CHA
10

Proficiencies & Senses

Saving Throws strength, constitution, wisdom
Skills
Survival +5, Athletics +6, Perception +5
Senses
darkvision 60 ft.
passive Perception 15

Characteristics

Damage Vulnerabilities
Damage Resistances
fire, piercing
Damage Immunities
poison
Condition Immunities
exhaustion, grappled, poisoned, prone
Languages Aquan, understands Common but doesn't speak

Traits and Actions

Amphibious

Trait
Ability Checks Rule
Can breathe air and water.

Water Harmony

Trait
Water Harmony Custom
If a creature offers the Keeper a cup of purified water taken from a natural source and drinks from it herself, the Keeper becomes calm and ceases attacking until the creature or its allies harm it or its river.

Water Lash

Action
Water Lash Custom
Ranged Water Attack: +6 to hit, reach 15 ft., one target. Hit: 12 (2d8+3) bludgeoning damage.

Current Surge

Action
Current Surge Custom
Recharge: Recharge 5-6. All creatures within 20 feet of the Keeper must make a DC 14 Strength saving throw. On a failure, they are pushed 30 feet (stopping if they hit a solid object, taking 1d4 bludgeoning if pushed up to 30 feet and the object is at least 10 feet away). On a success, they are pushed 15 feet and take 1d4 bludgeoning. If a creature hits a solid object and is pushed 15 feet or more, it takes 1d4 bludgeoning.

Current Surge. A water push that moves creatures and leverages the environment.

Whelm

Action
Whelm Custom
Melee Attack: Reach 10 ft., one Large or smaller creature. Hit: The target is grappled (escape DC 14). While grappled, the Keeper subtracts from its speed and move it 5 ft. per round.

Whelm. A watery grasp that holds a foe and drags them.

Running the encounter

Combat Behavior

Tactics

  • Uses water lash at range, then pushes with the surge.
  • Retreats to deeper water to limit the party's space.
  • Turns to victory if the majority is driving it back.

Morale

f&P if drops below 20 hp, unless the water is functionally destroyed.

Appearance & presence

Monster Description

The Drowned Keeper is a robed figure of black water and rotted vestments. Its body is made of living, flowing river water, dark as shadow and glassy with shifting material traits. A tattered grey-brown robe, torn and frayed, hangs from a form that never quite settles into a solid shape. The robe's hems drip into a pale layer that itself transits the torso. Its face is that of a serene, drowned pilgrim; smooth, featureless waters swell into high cheekbones, a nostril-less blade, and lips that stay sunken but form a soft line.

Its eyes are two glassy black pools without iris or white, and when it opens them, small bubbles rise and burst. The head tilts slowly, as if listening to water pressure. Its arms end in long, tapered filaments of liquid that wrap and uncoil around the stone, sometimes lashing out to a distance of 15 feet. Water constantly streams from the sleeves and the robe's edges, pooling in a shimmering sheet over the floor.

It stands a true six and one-half feet, but the weight of the form keeps it low and flowing. When it moves, it does not walk; it flows, a steady swaying motion, and its steps are indistinct, leaving brief, wet prints that evaporate in a moment. The drips and hisses of water form the only sounds it makes: a gentle splatter, a glottal sound, a whisper of river current. Its presence smells of wet earth, moss, and green-water decay, and it carries a cold like a burnt-out pool in a shade of ruin. A faint chorus of dripping water plays from its throat, as though the river's voice is its own.

Instincts & motives

Monster behavior

The Drowned Keeper is a guardian, not a killer. It guards a hidden river that flows beneath the verdant vale, and it tests people who pass through its waters. It will block a traveler's path, hiss, spit water at their feet, and lash out to drive them back. It engages with a slow, deliberate rhythm, never attacking the same target twice in a row. It prefers to push and drag its foes through the water, to challenge their balance and their intent.

If a party plants a staff in the riverbank, the Keeper stops and reads the stillness of the water. It refuses to kill. If a traveler offers it a genuine act of sharing - a cup of the river's own water, a ceremony of pouring, a deep bow to the current - the Keeper stills its filaments, its storm of water settling into a quiet mirror. It turns and flows away, and the hidden passage takes on a quiet sheen.

In combat, it holds back, using minimum force, and retreats if it is overwhelmingly outmatched. However, if the party shows a weaponzhen to burn the river, or shows poison, it attacks with sudden, cold speed and no mercy. It is mindless, but it is not non-community; it weighs the intent of the living against the value of the water it is sworn to see flow on.

Habitat & life cycle

Ecology

The Keeper dwells in the hidden river, a deep, cool river that runs under the heart of the Verdant Vale. Its body is made of living freshwater, and its magic keeps an eye on that water's health. It feeds on the slow chemistry of the stream, drawing nutrients and a faint magical energy from its banks. It does not reproduce; it is summoned, reformed and re-watered by the river's own will when a new guardian is needed.

The current of its body is connected to the whole river, and it moves with the pace of that water - quiet in summer, stormed in flood season. It has a soft memory of the river: it knows off the deep where the water runs old, the sandbars where the fish spawn, and the sun paths of the year. It is a spirit of balance, not of the individual, and it watches the river for intruders, but also for the rot of pollution and the breaking of the margins. The surroundings of the hidden river carry a let of mossy stones and cold frogs, all shaped by the same water that is its body and blood.

Origins & legends

History

The Drowned Keeper was created after the Verdant Vale arose, when the valley's first settlers dug the hidden river to bring water to their early crops. They worked too quickly, and in a dark year a young guardian drowned in the channel, caught in a sudden rush. She sank when the water was at flood, and her heart did not float. But the river remembered her, and over a year it drank of her even there, and the water itself grew a shape that remembered her kindness.

It was not a ghost, but a guardian; a piece of the stream that understood the old promise that the Vale makes and keeps the river. The Vale's strict disciple, the wise, gave it a name and a duty: to defend the water and to test the intentions of those who pass into its deeper, more secret places. Some say its spirit is the valley's own old promise; others say it's a little bit of the drowned girl, but it doesn't seem to be alive.

Its history lives on in ceremonies: when new councilmembers are raised in the settlement, they pour a cup of clean water into the river and ask the Keeper to see them as friend. Each new generation forgets a little more, but the Keeper remembers always.

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