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Creatures

Peter, Keeper of Keys

Prerequisite

Peter is not available to be recruited until he has been named “Keeper of Keys” in Chapter 3.

Peter, Keeper of Keys

Peter was a simple fisherman in the port city of Capernaum for most of his life. He was not well educated, was known to use vulgar language, and was quick to start fights in the local taverns. It must have been quite a surprise for the members of his community when Jesus called him to be a disciple. Peter left everything and followed Jesus that day.

While his faith was strong, Peter was also prone to fall back into his old habits, and struggled more than most of the other disciples to accept Jesus’s teachings of patience and compassion. It may have taken him longer to get there in the end, but Peter’s courage under pressure and perseverance in the face of the adversity of persecution from the Roman empire led him to become one of the greatest early leaders of the Christian church.

“I will give you the keys of the Kingdom. whatever you bind on Earth will be bound in Heaven, whatever you loose on Earth with be loosed in Heaven.”

-Matthew 16:19

Peter as an Elder. Despite having been martyred for his faith, Peter still feels guilt for his three denials of Jesus. He feels that staying behind as an Elder is a small form of repentance for his lapse in faith.

Peter, Keeper of Keys

Medium Humanoid, Chaotic Good

Armor Class: 16 (unarmored defense)

Hit Points: 173 (15d12+75)

Speed: 30 ft.

STRDEXCONINTWISCHA
18 (+4)12 (+1)20 (+5)8 (-1)12 (+1)9 (-1)

Saving Throws: Str +9, Dex +6, Con +10

Skills: Athletics +9, Nature +4, Religion +4, Survival +6

Damage Resistances: bludgeoning, slashing

Senses: passive perception 11

Languages: Common, Hebrew

Challenge: 10 (5,900 XP) Proficiency: +5

Features

Evangelist: Peter has advantage on Persuasion checks when sharing his faith with other creatures.

Innate Spellcasting: Peter can innately cast the following spells, requiring no material components.

1/Day Each: greater restoration, power word kill, raise dead

Magic Weapons: Peter’s weapon attacks count as magical, and deal one extra die of their damage type.

Reckless: At the start of his turn, Peter can give himself advantage on all attack rolls for that turn, but attack rolls against him have advantage until the start of his next turn.

Tavern Brawler: Peter’s life in the rough-and-tumble port city of Capernaum grant him proficiency with improvised weapons and improve the damage of his unarmed strikes (included in his attack).

Actions

Multiattack: Peter makes three attacks with his fist.

Fist: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.

Keys of the Kingdom: As an action, Peter touches an object (such as a lock or door) that is locked or closed, and begins concentrating on it (as though concentrating on a spell). If Peter maintains concentration until the start of his next turn, a spectral key appears in his hand, and the object becomes unlocked or opened. This ability can unlock or open anything that can be unlocked or opened by the casting of a wish spell, and dispels any spells or magical effects keeping the object locked or closed.

Azrael's Guide to the Apocalypse, printed page 243.