Keeper/pf


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< Keeper
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Keeper
CR 4 (1200 XP)
N Medium outsider (extraplanar (Ethereal Plane))
Init +3; Senses blindsight 200 ft.; Perception +6
Defense
AC 18, touch 14, flat-footed 14 (+3 Dex, +1 dodge, +4 natural)
hp 30 (4d10+8)
Fort +6, Ref +7, Will +0
Defensive Abilities amorphous
Offense
Speed 40 ft., climb 20 ft.
Melee mimicked weapon +8 (damage varies)
Ranged spit +7 touch (poison)
Special Attacks poison spit
Statistics

Str 19, Dex 16, Con 14, Int 15, Wis 9, Cha 6
Base Atk +4; CMB +8; CMD 21

Feats Dodge, Mobility
Skills Acrobatics +15, Climb +16, Escape Artist +18, Knowledge (any three) +9, Perception +6, Stealth +10; Racial Modifiers +8 Acrobatics, +8 Escape Artist
Languages Common
SQ compression, mimic weapon, no breath
Ecology
Environment Any
Organization Pack (3-6)
Treasure Half
Special Abilities

Dissolution (Ex): When slain, a keeper dissolves into a puddle of the same poison they spit. This puddle and any poison taken from it evaporates in 4 rounds, though a single dose can be preserved with a DC 20 Craft (Alchemy) check. Any creature that touches the keeper as it dissolves (such as with a natural attack that dealt the death blow) must save against the poison as normal. A keeper can trigger their own dissolution at will as a free action.

Mimic Weapon (Ex): A keeper can form the malleable flesh and bone of its arms into any melee weapon (even an exotic weapon) it has witnessed in use and then wield the weapon with proficiency. It can form either arm into any melee weapon of up to Medium-size. It must fuse and form both its arms to mimic a weapon of Large size or a double weapon. A keeper cannot use its arms to create melee weapons of a size larger than it could normally wield. A mimicked weapon has all the properties of a standard weapon of that type.

A keeper’s attacks with its mimicked weapons are treated as natural attacks; thus, keepers do not incur the normal penalties for fighting with two weapons, cannot be disarmed, and do not gain iterative attacks with their mimicked weapons. Keepers are capable of wielding normal weapons, even ranged weapons, but they rarely do so.

Poison (Ex): Spit—contact; save Fort DC 14; frequency 1/min for 6 mins; effect 1d3 Con dmg and nauseated for 1 minute; cure 3 saves. The save DC is Constitution-based.

Reference

  • Fiend Folio (3e), pp.111-112
  • Planescape Monstrous Compendium Appendix II, pp.56-57
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