b'Keeper of Madness \n'b'  Medium   aberration ,  lawful evil  \n'b'  Armor Class  16 (chainmail)  Hit Points  84 (13d8 + 26)  Speed  30 ft\n'b' STATS STR: 10 (+0) DEX:  10 (+0)  CON:  14 (+2)  INT:  20 (+5)  WIS:  16 (+3)  CHA:  16 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Int  +8,  Wis  +6,  Cha  +6  Skills   Arcana  +8,  Deception  +6,  Insight  +6,  Investigation  +6,  Perception  +6,  Persuasion  +6  Condition Immunities   charmed   Senses   darkvision  120 ft., passive  Perception  16  Languages  Common, Deep Speech, Undercommon, telepathy 120 ft. \n'b' Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Extraplanar Salvation . If damage reduces the keeper of madness to  0 hit points , it may attempt an  Intelligence  saving throw with a DC of 5 + the damage taken. On a success, the keeper of madness drops to 1 hit point and can use its  reaction  to cast  plane shift  on itself, traveling to a location of its choice on another plane of existence. This casting of  plane shift  can be negated by counterspell and any other effects that interfere with casting a spell. \n'b'  Magic Resistance . The keeper of madness has advantage on saving throws against spells and other magical effects. \n'b'  Innate Spellcasting . The keeper of madness is a 10th-level spellcaster. Its spellcasting ability is  Intelligence  (spell save DC 16, +8 to hit with spell attacks). The keeper of madness can cast the following spells innately, requiring no material components:\n'b'\n'b'\n'b'  At will :  dancing lights ,  mage hand ,  shocking grasp  \n'b'  3/day each :  detect thoughts ,  dispel ,  levitate  \n'b'\n'b' ACTIONS \n'b'\n'b'  Mental Breakdown .  Melee Weapon Attack : +7 to hit, reach 5 ft., one  stunned  creature.  Hit : The target takes 55 (10d10) psychic damage; if this damage reduces the target to  0 hit points , the target remains  unconscious  for 1d4 hours, regardless of any healing received. When the target awakens, it is afflicted by madness, giving it disadvantage on all ability checks and saving throws with  Intelligence ,  Wisdom , or  Charisma . The target also gains the following flaw: \xe2\x80\x9cI never feel safe, not even in my thoughts.\xe2\x80\x9d This effect is considered a curse, and can be removed by any effects that remove curses. \n'b'  Touch of Insanity .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 15 (2d10 + 4) psychic damage. If the target is a humanoid, it must succeed on a DC 16  Intelligence  saving throw or become  stunned .  Stunned  creatures can repeat the saving throw at the end of each of their turns, ending the effect on a success.  Lesser restoration  or similar, more powerful spells will also remove this effect. \n'b'  Wave of Madness (Recharge 6) . The keeper of madness magically projects a cone 60 feet in length. Each creature in the area must attempt a DC 16  Wisdom  saving throw, taking 36 (8d8) psychic damage on a failure and gaining one random effect from the Madness: Short-Term table. On a success, the damage is halved and the target does not go mad. This is considered a charm effect. \n'b'\n'b'  Madness Effects: Short-Term \n'b'\n'b' d% \n'b' Effect (lasts 1d10 minutes) \n'b'\n'b' 01-20 \n'b' The creature retreats into its mind and becomes  paralyzed . The effect ends if the creature takes any damage. \n'b'\n'b' 21-30 \n'b' The creature becomes  incapacitated  and spends the duration screaming, laughing, or weeping. \n'b'\n'b' 31-40 \n'b' The creature becomes  frightened  and must use its action and movement each round to flee from the source of the  fear . \n'b'\n'b' 41-50 \n'b' The creature begins babbling and is incapable of normal speech or spellcasting. \n'b'\n'b' 51-60 \n'b' The creature must use its action each round to attack the nearest creature. \n'b'\n'b' 61-70 \n'b' The creature experiences vivid hallucinations and has disadvantage on ability checks. \n'b'\n'b' 71-75 \n'b' The creature does whatever anyone tells it to do that isn\xe2\x80\x99t obviously self-destructive. \n'b'\n'b' 76-80 \n'b' The creature experiences an overpowering urge to eat something strange such as dirt, slime, or offal. \n'b'\n'b' 81-90 \n'b' The creature is  stunned . \n'b'\n'b' 91-100 \n'b' The creature falls  unconscious . \n'b'\n'b'  Madness Effects: Emotional Manipulation \n'b'\n'b' d4 \n'b' Emotion \n'b' Stage One \n'b' Stage Two \n'b' Stage Three \n'b'\n'b' 1 \n'b' Fear \n'b'  Flaw : \xe2\x80\x9cOne of my friends is trying to kill me.\xe2\x80\x9d \n'b'  Bond : \xe2\x80\x9cI must convince the rest of my friends that one of them is not to be trusted. I need them on my side.\xe2\x80\x9d \n'b'  Bond : \xe2\x80\x9cThe traitor knows. I must stop the traitor before I\xe2\x80\x99m killed, by any means necessary.\xe2\x80\x9d \n'b'\n'b' 2 \n'b' Sadness \n'b'  Ideal : \xe2\x80\x9cOpening up and sharing strengthens friendships. I should share my sorrows with my closest friends.\xe2\x80\x9d \n'b'  Bond : \xe2\x80\x9cThis curious floating stone makes me feel at ease. Nothing else does. I should remain near it.\xe2\x80\x9d \n'b'  Flaw : \xe2\x80\x9cAnyone who tries to cheer me up just can\xe2\x80\x99t see the truth. I must convince them the world is terrible.\xe2\x80\x9d \n'b'\n'b' 3 \n'b' Anger \n'b'  Flaw : \xe2\x80\x9cEverything is an insult; some are just hidden behind false kindness.\xe2\x80\x9d \n'b'  Bond : \xe2\x80\x9cI\xe2\x80\x99m going to punch the next person who disagrees with me.\xe2\x80\x9d \n'b'  Ideal : \xe2\x80\x9cEvery dispute should be settled with violence. Last one conscious must be right.\xe2\x80\x9d \n'b'\n'b' 4 \n'b' Happiness \n'b'  Ideal : \xe2\x80\x9cGood things come to those who wait! Why struggle when things will work themselves out?\xe2\x80\x9d \n'b'  Flaw : \xe2\x80\x9cI can\xe2\x80\x99t get worked up about anything, not even a good cause. I\xe2\x80\x99m always happy with the ways things are.\xe2\x80\x9d \n'b'  Flaw : \xe2\x80\x9cAnyone who tries to make me sad is a terrible villain. I should punish them for trying to steal the most precious thing.\xe2\x80\x9d \n'b'\n'b'  Madness Effects: Long-Term \n'b'\n'b' d% \n'b' Effect (Lasts 1d10 X 10 Hours) \n'b'\n'b' 01-10 \n'b' The creature feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins. \n'b'\n'b' 11-20 \n'b' The creature experiences vivid hallucinations and has disadvantage on ability checks. \n'b'\n'b' 21-30 \n'b' The creature suffers extreme paranoia and has disadvantage on  Wisdom  and  Charisma  ability checks. \n'b'\n'b' 31-40 \n'b' The creature regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the antipathy/ sympathy spell. \n'b'\n'b' 41-45 \n'b' The creature experiences a powerful delusion. Choose a potion. The creature imagines that it is under its effects. \n'b'\n'b' 46-55 \n'b' The creature becomes attached to a \xe2\x80\x9clucky charm,\xe2\x80\x9d such as a person or an object, and has disadvantage on  attack  rolls, ability checks, and saving throws while more than 30 ft. from it. \n'b'\n'b' 56-65 \n'b' The creature is  blinded  (25%) or  deafened  (75%). \n'b'\n'b' 66-75 \n'b' The creature experiences uncontrollable tremors or tics, which impose disadvantage on  attack  rolls, ability checks, and saving throws that involve  Strength  or  Dexterity . \n'b'\n'b' 76-85 \n'b' The creature suffers from partial amnesia. It knows who it is and retains racial traits and class features, but it doesn\xe2\x80\x99t recognize other people or remember anything that happened before the madness took effect. \n'b'\n'b' 86-90 \n'b' Whenever the creature takes damage, it must succeed on a DC 15  Wisdom  saving throw or be affected as though it failed a saving throw against the  confusion  spell. The  confusion  effect lasts for 1 minute. \n'b'\n'b' 91-95 \n'b' The creature loses the ability to speak. \n'b'\n'b' 96-100 \n'b' The creature falls  unconscious , and no amount of jostling or damage can wake it. \n'b'\n'b'  Madness Effects: Indefinite \n'b'\n'b' d% \n'b' Flaw (Lasts Until Cured) \n'b'\n'b' 01-15 \n'b' \xe2\x80\x9cBeing drunk keeps me sane.\xe2\x80\x9d \n'b'\n'b' 16-25 \n'b' \xe2\x80\x9cI keep whatever I find.\xe2\x80\x9d \n'b'\n'b' 26-30 \n'b' \xe2\x80\x9cI must become more like someone else I know, adopting that person\xe2\x80\x99s style of dress, mannerisms, and name.\xe2\x80\x9d \n'b'\n'b' 31-35 \n'b' \xe2\x80\x9cI must bend the truth, exaggerate, or outright lie to be interesting to other people.\xe2\x80\x9d \n'b'\n'b' 36-45 \n'b' \xe2\x80\x9cAchieving my goal is the only thing of interest to me, and I\xe2\x80\x99ll ignore everything else to pursue it.\xe2\x80\x9d \n'b'\n'b' 46-50 \n'b' \xe2\x80\x9cI find it hard to care about anything that goes on around me.\xe2\x80\x9d \n'b'\n'b' 51-55 \n'b' \xe2\x80\x9cI don\xe2\x80\x99t like the way people judge me all the time.\xe2\x80\x9d \n'b'\n'b' 56-70 \n'b' \xe2\x80\x9cI am the smartest, wisest, fastest, and most beautiful person I know.\xe2\x80\x9d \n'b'\n'b' 71-80 \n'b' \xe2\x80\x9cI am convinced that powerful enemies are hunting me, and their agents are everywhere I go. I am sure they\xe2\x80\x99re watching me all the time.\xe2\x80\x9d \n'b'\n'b' 81-85 \n'b' \xe2\x80\x9cThere\xe2\x80\x99s only one person I can trust. And only I can see this special friend.\xe2\x80\x9d \n'b'\n'b' 86-95 \n'b' \xe2\x80\x9cI can\xe2\x80\x99t take anything seriously. The more serious the situation, the funnier I find it.\xe2\x80\x9d \n'b'\n'b' 96-100 \n'b' \xe2\x80\x9cI\xe2\x80\x99ve discovered that I really like killing people.\xe2\x80\x9d'