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Children of Typhon: The Iron Keepers

Children of Typhon: The Iron Keepers

At the center of the Abyssal layer of Tarkoros rises a lone mountain. Chained beneath this peak by the powers of good, Typhon, Father of Monsters, desires escape above all else.

Thus far, no known power can free Typhon. The cult that worships him seeks untapped knowledge and power in their attempts.

Riven into two rival sects, each with their own power structure, leaders, and means of operation, they are united only in the purpose of releasing Typhon from imprisonment.

Leaders, Organization, and Goals

The second sect call themselves the Iron Keepers. Unlike the True Daughters (populated by lamias and other monstrous cultists), the Iron Keepers are primarily humanoids. They breed monsters, using them against their enemies and as goods for sale. Breeding monsters brings more of Typhon’s children into the world, while selling them to the highest bidder puts coin into the coffers, providing means for research into a key for Typhon’s prison, conducted by Demos and his followers.

The sect also seeks to make themselves and others more monstrous in nature—both physically and mentally—to glorify Typhon and expand his power. The Iron Keepers are led by Demos Arkhontas, a master of transmutation magic, vivisectionist, and monster breeder.

Serving under Demos are the Wise, a council of five spellcasters: two wizards, a cleric, a sorcerer, and a warlock. Demos delegates authority to the Wise, who in turn lead other cultists, each pursuing leads and research that could free Typhon. Each of the Wise has their own force of cultists working for them. These cultists range from veteran warriors to spies to cult fanatics and mages, as well as a range of thieves, informants, skilled artisans, and general laborers. Many are human, but humanoids of all types make up their ranks. These cultists assist in research and exploration, as well raising and caring for the various monsters bred by the sect.

Many monsters bred by the Iron Keepers are also subjected to various experiments by Demos and the Wise. The ones that survive often exhibit traits and abilities not found in a typical member of the species. For example, instead of tail spikes, a manticore might have an organ that ejects a stream of acid. A chimera may have differing heads from the standard type, such as a gorgon’s head (complete with breath weapon) instead of a dragon’s. An owlbear might have mighty wings, allowing it to silently glide towards prey, before its massive bulk crashes down upon them. The Iron Keepers provide an excellent way to introduce new monsters, whether alterations on a basic type, an amalgamation of two or more species, or an entirely new monster creation.

Given the inability of even divine intervention to free Typhon from his prison, Demos has concluded that only a novel discovery in the nature of magic will succeed. The current line of thinking is that Typhon’s prison was made specifically for him. Thus, to free the Father of Monsters, magic must fundamentally change Typhon, so the prison no longer recognizes him. Failing that, the prison itself must be changed enough so that it no longer serves its function. How either of these goals can be accomplished is still a matter of conjecture.

DEMOS ARKHONTAS

Medium Monstrosity, Neutral Evil
Armor Class 17 (natural armor)
Hit Points 135 (18d8 + 54)
Speed 30 ft., climb 30 ft., fly 40 ft., swim 40 ft.

STRDEXCONINTWISCHA
16 (+3)15 (+2)17 (+3)18 (+4)14 (+2)13 (+1)

Saving Throws Con +7, Int +8, Wis +6
Skills Arcana +8, History +8
Damage Resistances acid, cold, fire
Senses darkvision 60 ft., passive Perception 12
Languages Abyssal, Common, Draconic, Elven
Challenge 10 (5,900 XP)    Proficiency Bonus +4

Amphibious. Demos can breathe air and water.

Spellcasting. Demos is a 12th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). Demos has the following wizard spells prepared:

Cantrips (at will): brawn boost*, firebolt, mage hand, telekinetic trip*
1st level (4 slots): expeditious retreat, magic missile, shield, writhing arms*
2nd level (3 slots): alter self, enlarge, exude acid*, web
3rd level (3 slots): aspect of the serpent*, haste, lightning bolt
4th level (3 slots): polymorph, stoneskin
5th level (2 slots): cone of cold, telekinesis
6th level (1 slots): flesh to stone
*spell is found in Deep Magic

ACTIONS

Multiattack. Demos makes three claw attacks and one with his stinger.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Stinger. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage and the target must make a DC 16 Constitution saving throw. On a failed save, the target takes 14 (4d6) poison damage and is poisoned for 1 minute. Each round the target is poisoned, it takes an additional 3 (1d6) poison damage on Demos’s turn. On a successful save, the target takes half the poison damage and is not poisoned. Each round, a poisoned target may make an additional Constitution saving throw on its turn. On a success, it is no longer poisoned.

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Want to try out that gorgon head on a chimera for your game? Create new and variant monsters with the Kobold Guide to Monsters. Step by step, the writers show how to think up a new idea—or modify an existing one—then refine and test the design and get the absolute most out of the creature!

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