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Keeper Of Ancorato



The Keeper of Ancorato is real and takes the form of an enormous, resplendent, ethereal jellyfish. They are an ancient spirit guide, a spiritual entity that can create a bond with mortals and tends to watch over communities and impart gifts to those with whom they bond. The Keeper first bonded with mortals during Earthfall, just as the legends claim. Afterward, the Keeper withdrew into the depths of the ocean and slumbered for millennia, as there was no longer anyone to watch over on the island. They slept so deeply for so long that even the arrival of settlers to the island wasn't enough to stir the Keeper from their slumber. Only the activation of the tower and unleashing of Netherworld energies were finally enough to wake them.

The Keeper now swims the water around the island seeking to understand everything that's occurred. They are in a moderate stupor but can still sense something is wrong with the tower and the energies emanating from it. They're also aware that some people from Ancorato seem to be attempting to deal with the tower and its effects. This sense draws the Keeper toward the PCs; the spirit guide attempts to make themself known to the PCs during one of their trips between Ancorato and Vil-Azmar. The Keeper swims beneath the Twilight Song and begins to glow with light to draw the PCs' attention. The PCs have an opportunity to interact with the Keeper and earn its gift as noted in Meeting the Keeper in Thirst for Blood.

The following stat block represents the Keeper in its weakened state after millennia of slumber. It will take several years before the Keeper returns to its full potential, which rivals the abilities of a demigod. Even in this weakened state, the Keeper is far too dangerous for the PCs to fight. Instead, this stat block is presented for GMs who wish to make use of the Keeper later in the course of the campaign. The Keeper can serve as a helpful ally that can save the PCs if they ever get in over their head and are in desperate need of help. The incorporeal nature of the Keeper allows them to enter En-Gokal from anywhere and arrive to help the PCs. The Keeper can only intervene in this way once, as the effort is too much for the spirit guide, and they require some time away to rest.

This adventure assumes that the PCs speak with the Keeper. If the PCs decide to attack the Keeper (an act that Tlaytin tries to prevent when he realizes the creature's nature), the Keeper simply flees into the ocean depths once more, never to be seen again.

Recall Knowledge - Beast (Arcana, Nature): DC 37
Recall Knowledge - Spirit (Occultism): DC 37
Unspecific Lore: DC 35
Specific Lore: DC 32

Elite | Normal | Weak
Proficiency without Level

Keeper Of AncoratoCreature 10

Unique Gargantuan Beast Incorporeal Spirit 
Source Pathfinder #213: Thirst for Blood pg. 29
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, Ref +16, Will +18
HP 160; Immunities disease, paralyzed, poison, precision; Resistances all damage 10 (except force, ghost touch, or vitality; double resistance vs. non-magical)
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.
Speed fly 20 feet, swim 40 feet
Melee [one-action] tentacle +21 [+16/+11] (magical, reach 30 feet), Damage 3d10+9 force plus Keeper's touchPrimal Innate Spells DC 27; 3rd aqueous orb, feet to fins (at will), hydraulic push, mist, water breathing (at will); Constant (5th) truespeech
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.