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Keeper of AncoratoCreature 10


Unique​Gargantuan​Beast​Incorporeal​Spirit​
Source Pathfinder #213: Thirst for Blood
Perception +18 (darkvision, wavesense (imprecise) 120 feet)
Languages Fey, Thalassic, Truespeech
Skills Athletics +23, Diplomacy +20, Nature +18, Survival +16
Str +7, Dex +2, Con +5, Int +0, Wis +2, Cha +3

AC 29; Fort +21; Reflex +16; Will +18;
HP 160
Speed 0 feet (fly 20 feet, swim 40 feet)
Immunities disease, paralyzed, poison, precision

Tentacle One Action +21 (+16, +11) to hit (magical, reach 30, unarmed) 3d10+9 Force

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

Keeper's Ward (aura, primal)

30 feet. All allies within 30 feet of the Keeper gain a +1 status bonus to saves against magical effects. The bonus increases to +2 if the effect originated from an aquatic creature.

Bond with Mortal (mental, primal)

Frequency once per day


Effect The Keeper forms a bond with a mortal creature. While the bond exists, the Keeper increases their current and maximum Hit Points by 20, gains a +2 status bonus to their attack and damage rolls, and can communicate telepathically with the bonded mortal as long as the two beings are on the same plane. The Keeper can only be bonded with one mortal at a time, and they can take this action again to end the bond or to form a new bond (which also ends the old bond). The bond also ends if the Keeper or the mortal dies.

This bond strengthens the Keeper's connection to the mortal Universe. While bonded, the Keeper gains the amphibious trait, loses the incorporeal and spirit traits, loses their immunities and resistances, and changes their Strikes to deal the appropriate physical damage (typically bludgeoning) instead of force damage.

Bonded Strike Two Actions

Requirements The Keeper is currently Bonded with a Mortal


Effect The Keeper makes a jaws Strike. If this attack hits, the bonded mortal can spend their reaction to Strike the same target.

Keeper's Touch (primal)

The Keeper's touch instills their foes with the icy chill of the ocean depths, sapping away their life. A creature hit by the Keeper's tentacle must attempt a DC 26 fortitude save.


Success The creature is unaffected.

Failure The creature becomes Drained 1. If the creature was already drained 1 by the Keeper's touch before attempting the save, a failed save increases the value of the drained condition by 1, to a maximum of Drained 4. The drained creature is temporarily immune until the start of the Keeper's next turn.

Critical Failure As failure, but the creature increases drained value by 2.


Primal Innate Spells (DC 27, +19 to hit)

1st Level: Hydraulic Push
2nd Level: Mist, Water Breathing (At Will)
3rd Level: Aqueous Orb, Feet to Fins (At Will)
5th Level: Truespeech (Constant)



Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Beast

A creature similar to an animal but with an Intelligence modifier of –3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.

Incorporeal

An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can't perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1 until the end of its turn. A corporeal and an incorporeal creature can pass through one another, but they can't end their movement in each other's space. An incorporeal creature can't attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the ghost touch property rune. Likewise, a corporeal creature can't attempt Strength-based checks against incorporeal creatures or objects. Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage, spirit damage, and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.

Spirit

Effects with this trait can affect creatures with spiritual essence and might deal spirit damage. A creature with this trait is defined by its spiritual essence. Spirit creatures often lack a material form.