Vault KeeperCreature 14
Source Pathfinder Rage of Elements
Perception +26 (darkvision, tremorsense (imprecise) 120 feet)
Languages Orvian, Petran, Telepathy 300 Feet
Skills Lore +28, Acrobatics +26, Arcana +26, Athletics +26, Crafting +26, Nature +24, Thievery +24
Str +4, Dex +8, Con +6, Int +8, Wis +4, Cha +6
AC 36; Fort +24; Reflex +28; Will +22;
HP 200
Speed 35 feet (climb 35 feet)
Immunities bleed, paralyzed, poison, sleep, radiation
Resistances Physical 15
Claw
+28 (+24, +20) to hit (agile, finesse, magical, unarmed) 3d10+10 SlashingCrystal Wand
+28 (+23, +18) to hit (finesse, magical, radiation) 3d4+10 Piercing + 4d6 PoisonCrystal Shard
+28 (+23, +18) to hit (earth, magical) 5d6+6 PiercingTremorsense (Imprecise) 120 feet
Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.
Telepathy 300 feet (aura, magical)A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
+2 Status to Recall Knowledge About EarthCraft Crystal Wand (exploration)Frequency twice per day
Effect The vault keeper spends 10 minutes creating a magic wand out of radioactive green crystal, containing any 5th-rank or lower earth spell of their choice. The wand can be used by other creatures, but it crumbles to sand at the end of the day and has no monetary value.
Item CasterThe vault keeper can Cast a Spell from any item (such as a staff or wand) as though it were on their spell list.
Attack of Opportunity
Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
Constraining Crystal (earth, magical)When the vault keeper deals damage with a claw Strike, glowing green crystals cluster at the site of the attack. The target must succeed at a DC 31 fortitude save or become Clumsy 1 for 1 hour (or Clumsy 2 on a critical failure). If the creature is already clumsy due to constraining crystal, additional failures increase that clumsy value instead, to a maximum of clumsy 4.
Crystal Burst
(arcane, earth)An explosion of razor-sharp splinters deals 15d6 piercing damage in a 30-foot burst within 120 feet, with a DC 35 reflex save. The vault keeper can't use Crystal Burst again for 1d4 rounds.
Slashing Surge
The vault keeper Strides or Climbs and makes two claw Strikes at any point during that movement. Each Strike must target a different creature. The multiple attack penalty doesn't increase until after both attacks.
Arcane Innate Spells (DC 34, +26 to hit)
2nd Level: Shatter (At Will), Summon Elemental (Earth Only)
3rd Level: Earthbind (At Will)
4th Level: Shape Stone (At Will), Translocate, Translocate (At Will)
5th Level: Speak With Stones (At Will), Wall of Stone
6th Level: Petrify, Scrying
The vault keepers lost Sairazul's spark and have life spans of two to three millennia. They maintain and protect the xiomorns' many experiments.
When Sairazul created xiomorns, they were immortal. She created 65,536, all in her own image, and all imbued with a piece of her divine spark. During her imprisonment, Ayrzul used visions of a future extinction to manipulate them into sacrificing their power to him. This sacrifice split xiomorns into two classes: 32,768 vault builders who kept Sairazul's essence and 32,768 vault keepers who would live forever no longer. For millennia, xiomorns built a vast, magical civilization across the Plane of Earth, and when there was no space left to build, they left. On each new world, xiomorns build their vaults and conduct their experiments, endlessly searching for clues to help them avoid their extinction.
Vault Seeds
Xiomorns create magical underground caverns using vault seeds, ancient magical tools bequeathed to their species by Ayrzul as a reward for their sacrifice. The vault seeds were used to create the Vaults of Orv in Golarion's Darklands, and an accident involving an out-of-control vault seed created the mysterious Emerald Spire.
Crystal Crafters
Xiomorns have mastered the creation of numerous magic items made of crystal beyond generation stones and vault seeds. These include pillars of black stone called whisperstones that allow xiomorns to communicate telepathically across vaults, orvgates that use weblike funnels of green crystal to allow teleportation between Darklands vaults, and a vortex in Orv called the Crystal Womb that connects to a crucial stronghold on the Plane of Earth.
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
EarthEffects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a connection to magical earth.
ElementalCreatures directly tied to an element and native to the elemental planes. Elementals don't need to breathe.