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Children of Typhon: Minions

Children of Typhon: Minions

At the center of the Abyssal layer of Tarkoros rises a lone mountain. Typhon, Father of Monsters, is chained beneath this peak by the powers of good.

Typhon desires escape above all else, but thus far, no known power can free him. The cult that worships the Father of Monsters seeks untapped knowledge and power in their attempts to free him. These are details of their efforts.

The Iron Keepers’s Minions

The Iron Keepers sect of Typhon worshipers is made of mainly humanoids. These cultists vary widely in race, abilities, and expertise. However, two common occupants of Iron Keepers lairs are the monster keepers (those who raise and control creatures), and researchers (learned sages who labor to discover magic to free Typhon or to create new, terrifying mutations).

Monster Keeper

In a lair, monster keepers are in charge of the monster pens, typically in charge of cultists that assist in feeding and tending creatures. There can be any type or number of monsters in an Iron Keeper lair, but typically those of low Intelligence and a more bestial nature are trained and controlled by the monster keepers.

Monster Keeper

Medium or Small Humanoid (Any Race), Neutral Evil
Armor Class 13 (studded leather)
Hit Points 65 (10d8+20)
Speed 30 ft.

STRDEXCONINTWISCHA
15 (+2)14 (+2)15 (+2)11 (+0)14 (+2)12 (+1)

Skills Animal Handling +4, Intimidate +3
Damage Resistances poison
Senses passive Perception 12
Languages Common
Challenge 2 (450 XP)                      Proficiency Bonus +2

Poison Tolerance. The monster keeper has advantage on saving throws against spells or effects that do poison damage or cause the poisoned condition.

ACTIONS

Multiattack. The monster keeper makes three melee attacks with its whip and/or javelin, two ranged attacks with its javelins, or one melee attack with its whip and one ranged attack with its javelin.

Whip. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

Javelin. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Snare. As an action, the monster keeper can make one whip attack. On a successful hit, it deals damage as normal and the target is restrained. The target can make a DC 13 Dexterity check as an action on their turn to free themself. The monster keeper cannot make whip attacks when restraining a creature in this manner.

Trip. As an action, the monster keeper can make one whip attack. On a successful hit, it deals damage as normal and the target must succeed at a DC 13 Strength saving throw or be knocked prone.

Direct Monster. The monster keeper can direct the actions of any monster it has trained or worked with, using commands to have it perform specific actions in combat. As a bonus action, the monster keeper can utter a command to a monster within 30 feet of it. If that monster makes an attack roll on its next turn, it rolls 1d4 and adds it to the attack roll. If the monster moves on its turn, its movement does not provoke an opportunity attack if it moves out of an enemy’s reach.

Researcher

Iron Keeper researchers have a laboratory in which to conduct experiments, and possibly a library containing reference material and their collected findings. They likely have cultists on hand to perform menial tasks, and possibly one or more cult fanatics as assistants, or a mage brought in as a consultant on a particularly difficult stage of an ongoing project.

Researcher

Medium or Small Humanoid (Any Race), Neutral Evil
Armor Class 12 (15 with mage armor)
Hit Points 45 (10d8)
Speed 30 ft.

STRDEXCONINTWISCHA
9 (−1)14 (+2)10 (+0)17 (+3)12 (+1)11 (+0)

Saving Throws Int +6, Wis +4

Skills Arcana +6, Investigation +6, Religion +6
Senses passive Perception 11
Languages Abyssal, Common, plus any two languages
Challenge 6 (2,300 XP)                   Proficiency Bonus +3

Spellcasting. The researcher is a 10th-level spellcaster. Their spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The researcher has the following wizard spells prepared:

Cantrips (at will): light, mage hand, poison spray, prestidigitation
1st level (4 slots): detect magic, identify, mage armor
2nd level (3 slots): acid arrow, alter self, feather travel*
3rd level (3 slots): blink, counterspell, thunderclap*
4th level (3 slots): polymorph, shocking shroud*
5th level (2 slots): arcane hand, cloudkill
*spell found in Deep Magic

ACTIONS

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d8 +2) piercing damage.

REACTIONS

Arcane Escape (Recharges after a short or long rest). If the researcher is grappled, paralyzed, or restrained by a spell or other magical effect, they can use their reaction to end the effect on themself. If the effect is caused in an area of effect, such as a web spell, the researcher is magically teleported to a safe space just outside the area. The researcher cannot use this ability against conditions wrought by nonmagical sources, such as being grappled by a creature, or the web of a giant spider.

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