Mad Menagerie: Keymaster

[Note: The table below will display better if you install this font, as it was created with Asmor’s Monster Maker.]

A figure stands before you jingling like a chime in the wind.  The humanoid shape is buckled from head to toe in black leather with hundreds of ringlets.  Attached to these rings are hundreds more keys, all clanging and bouncing off each other as the figure moves.  Whoever is inside the leather and keyring suit must only be able see and speak through three keyholes that cover its eyes and mouth.  It croaks in a gravelly voice, “The override code must be provided to obtain travel authority.”

The Keymaster is a unique entity that resides in the Hall of Doors , a Nadori complex that time has forgotten.  The Hall of Doors is a nexus of gates that allows one to travel from the Prime directly to any of the other known Dimensions.  The Hall of Doors is the name that legend now gives the Nadori Dimensional Conduit Terminal.  Here the Nadori exerted their influence through the Æther and into other dimensions.

The complex has been abandoned for over a millennium, but the Keymaster has maintained his vigilance over the Hall the entire time.  He guards the locked portals to the other dimensions, and only he knows which keys unlocks the appropriate doors.

He is commanded to deny entrance to anyone who wishes to use the portals but is otherwise not hostile.  The Keymaster cannot be negotiated with, nor tricked into unlocking a portal.  Only through the Keymaster’s destruction or if given the “password”  may one pass.

Keymaster Level 8 Solo Soldier
Medium Immortal Animate XP 1,750
Initiative +12 Senses Perception +10
HP 360; Bloodied 180
AC 24; Fortitude 20, Reflex 22, Will 20
Immune charm, disease, fear, poison, sleep; Resist lightning; Vulnerable necrotic
Speed 6
Action Points 2
M Slam (Standard; at-will)
+15 vs. AC; 2d6+7 damage.
m Lightning Slam (Standard; at-will) ♦ Lightning
The Keymaster makes to Slam attacks and adds an additional 1d6 lightning damage to each attack.
c Looking Through the Keyhole (Standard; encounter) ♦ Charm
Close Burst 3;+14 vs. Will; Hit: The target is Stunned until the end of the Keymaster’s next turn; Miss: The target is slowed, save ends.
c Tumbler of Woe (Standard; recharge 56)
Close burst 4; +13 vs. Reflex; 1d10+6 damage. Miss: Half damage.
Teleport (Immediate Reaction; encounter)
As soon as the Keymaster is attacked, he can immediately teleport up to five squares without provoking attacks of opportunity.
Alignment Unaligned Languages Common
Str 17 (+7) Dex 22 (+10) Wis 17 (+7)
Con 17 (+7) Int 20 (+9) Cha 17 (+7)

Tactics

Once pressed into battle, the Keymaster will attempt Teleport to the square where the players are concetrated. Once in position, the Keymaster will execute Looking Beyond the Keyhole, spend an action point, and then execute his Tumbler of Woe power.

Keymaster Lore

A character knows the following information with a successful History check:

DC 15: You have heard of an immortal guardian that protects the Hall of Doors.
DC 20:
It is said that the Keymaster can hypnotize you with his accoutrement of keys.
DC 25: The Keymaster is said to be vulnerable to necrotic energies.

Looking through the Keyhole: The keys decorating the figure’s attire begin to spin of their own accord, whipping and wizzing and making an eerie chimelike noise, all the while a strange glow emanates from the keyholes of its face.

Tumbler of Woe: The leather clad humanoid begins to spin like a top, clicking and whirring sounds issue from the figure like an enormous lock being opened.  Suddenly the ringlets shoot forth on silver wires striking everything within range.

Listening to: Soil – Scars – Wide Open

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