b'Keeper Of The Yellow Sign \n'b'  Medium   undead ,  chaotic evil  \n'b'  Armor Class  21 (natural armor) \n'b' Hit Points  218 (23d8 + 115) \n'b' Speed  30 ft.\n'b' STATS STR: 20 (+5) DEX:  16 (+3)  CON:  20 (+5)  INT:  14 (+2)  WIS:  12 (+1)  CHA:  20 (+5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Resistances  necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered \n'b' Damage Immunities  poison \n'b' Condition Immunities   exhaustion ,  poisoned  \n'b' Saving Throws   Str  +6,  Dex  +4,  Con  +6,  Int  +3,  Wis  +7,  Cha  +11 \n'b' Skills   Arcana  +7,  Insight  +6,  Perception  +6,  Stealth  +8 \n'b' Senses   darkvision  60 ft., passive  Perception  16 \n'b' Languages  Common, Deep Speech, Giant \n'b' Challenge  15 (13,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Special Gear . The Sagging Man has a hat of scintillating colors (which functions as the robe). \n'b'  Innate Spellcasting . The Sagging Man\xe2\x80\x99s innate spellcasting ability is  Charisma  (spell save DC 18). He can innately cast the following spells, requiring no material components: \n'b'\n'b'  3/Day each :  darkness ,  invisibility  (self only) \n'b'  1/Day each :  bestow curse ,  dream  \n'b'\n'b'  Legendary Resistance  (3/Day). If the Sagging Man fails a saving throw, he can choose to succeed instead. \n'b'  Spellcasting . The Sagging Man is a 10th-level spellcaster. His spellcasting ability is  Charisma  (spell save DC 18). The Sagging Man regains his spell slots after a short or long rest. The Sagging Man knows the following  warlock  spells: \n'b'\n'b'  Cantrips (at will) :  chill touch ,  guidance ,  mage hand ,  mending ,  minor illusion ,  true strike , vicious mockery \n'b'  1st-5th level (2 5th-level slots) :  charm person ,  comprehend languages ,  contact other plane ,  dimension door ,  fear ,  hideous laughter ,  hypnotic pattern ,  mirror image ,  scrying ,  sending  \n'b'\n'b'  Turn resistance . The Keeper of the Yellow Sign has advantage on saving throws against any effect that turns undead. \n'b'  Yellow Sign Affinity . While the Keeper of the Yellow Sign stays within 1 mile of an active Yellow Sign for at least 24 hours it gains a +1 bonus to its AC and a +1 bonus on all saving throws. The Sagging Man\xe2\x80\x99s yellow sign is on display at H4 and is powered by the will of Hastur himself. These changes are included in the statistic block above. If the Sagging Man somehow leaves the area, he loses those bonuses until he again spends 24 hours within 1 mile of an active Yellow Sign. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The Sagging Man uses Glare or Scintillating Chapeaux. Then the Sagging Man makes two slam attacks or uses Entropic Drain. \n'b'  Entropic Drain .  Melee Weapon Attack : +10 to hit, reach 5 ft. one target.  Hit : 22 (4d8 + 5) necrotic damage. The target must succeed on a DC 18  Constitution  saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A Keeper\xe2\x80\x99s use of its energy draining ability can result in a surge of entropy that consumes its body and disrupts life all around it. Every time the keeper\xe2\x80\x99s entropic drain  attack  results in a creature\xe2\x80\x99s death, the keeper must succeed at a DC 15  Constitution  saving throw or be destroyed. If the keeper is destroyed, all creatures in a 15-foot radius around the keeper with an  Intelligence  of 4 or greater must make a DC 18 Consitution saving throw. On a failed save, a creature takes 20 necrotic damage and the creature\xe2\x80\x99s maximum  hit points  are reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. A creature that fails its saving throw must then make a DC 18  Wisdom  saving throw. On a failure, the creature suffers from long-term madness and dies after an hour unless the creature\xe2\x80\x99s maximum  hit points  are restored (such as by  greater restoration ). \n'b'  Slam .  Melee Weapon Attack : +10 to hit, reach 5 ft. one target.  Hit : 8 (1d6 + 5) bludgeoning damage. \n'b'  Glare . The Sagging Man chooses one creature within 30 feet he can see. The target suffers disadvantage on  Wisdom  saving throws and  attack  rolls until the end of the Sagging Man\xe2\x80\x99s next turn. The effects end if the Sagging Man becomes  incapacitated  or dead, the target moves more than 30 feet away, or the Sagging Man uses this action again. If the Sagging Man is  blinded , he must succeed at a DC 20  Wisdom  saving throw or the effect ends on his target. \n'b'  Scintillating Chapeaux (Recharge 5-6) . The Sagging Man\xe2\x80\x99s enchanted hat unleashes a cascade of dazzling colors in either a 10-foot radius or a 20-foot cone. Creatures in this area must make a DC 18  Dexterity  saving throw. Those failing the save are  blinded  for 1 round, while those succeeding are dazzled for 1 round, gaining disadvantage on  attack  rolls and vision-based  Wisdom  ( Perception ) checks. Creatures that fail their save can attempt a new saving throw each round at the end of their turn; success ends the blindness and leaves them dazzled (as above) for 1 round. \n'b'\n'b' REACTIONS \n'b'\n'b'  Painful Glare . When the target of Glare takes damage, the damage is increased by 10 (3d6), and the target must make a DC 18  Constitution  saving throw, taking an additional 22 (2d10) necrotic damage on a failed save, or half that much on a successful save. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The Sagging Man can take 2 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\xe2\x80\x99s turn. The Sagging Man regains spent legendary  actions  at the start of his turn. \n'b'\n'b'  Cantrip . The Sagging Man casts a cantrip. Detect. The Sagging Man makes a  Wisdom  ( Perception ) check. \n'b'  Shadowy Step (Costs 2 Actions) . The Sagging Man magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space he can see. \n'b'  Spell (Costs 2 Actions) . The Sagging Man uses his spellcasting ability to  cast a spell . \n'b'\n'b' LAIR ACTIONS \n'b' On  initiative  count 20 (losing all  initiative  ties), the Sagging Man can use one of his lair action options. He can\xe2\x80\x99t do so while  incapacitated  or otherwise unable to take  actions . If surprised, he can\xe2\x80\x99t use one until after its first turn in the combat. \n'b'\n'b'  Scatter . The Sagging Man uses the dozens of carefully placed mirrors and assorted colored crystals to reflect light from his  hypnotic pattern  spell and his Scintillating Chapeaux and increases the  size  of the area to affect the entire room, for 1 round. \n'b'  Dazzle . The room alternates between pitch black and radiant, scattered illumination. The PCs must succeed at a DC 15  Wisdom  check or be  blinded  until the end of their next turn. \n'b'  The Yellow Sign . One PC must make a DC 18  Wisdom  check or suffer the effects of  confusion  (as the spell) until the end of their next turn.'