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The Keeper

This creature did not include a description.

Recall Knowledge - Fey (Nature): DC 52
Unspecific Lore: DC 50
Specific Lore: DC 47

Elite | Normal | Weak
Proficiency without Level

Changes from being Weak are marked in red below.
NOTE: The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.

Weak The KeeperCreature 20

Legacy Content

Unique NE Medium Fey 
Source Pathfinder #192: Worst of All Possible Worlds pg. 40
Variant female vilderavn
Perception +36; greater darkvision, true seeing
Languages Aklo, Common, Infernal, Sylvan; tongues
Skills Acrobatics +35, Athletics +37, Deception +37, Heraldry Lore +32, Society +34, Stealth +33, Warfare Lore +34
Str +8, Dex +6, Con +6, Int +5, Wis +5, Cha +8
Items +3 greater striking greatsword, +2 greater resilient full plate
AC 45; Fort +35, Ref +33, Will +30
HP 355; Immunities curses, death effects, drained, fear; Weaknesses cold iron 20
Aura of Disquietude (aura, emotion, fear, mental) 30 feet, DC 39. As frightful presence, plus a creature frightened by the aura becomes suspicious: it doesn't count any other creature as its ally and can't Aid or flank. On a critical failure, the creature also can't be a willing target for harmless or helpful magic.Attack of Opportunity [reaction] Maintain Fate [reaction] (abjuration, occult) Trigger The Keeper would be subjected to a misfortune effect, become slowed, or become stunned; Effect The Keeper manipulates reality to maintain control of her own destiny and twists the fate of those that dared tamper with her own. The Keeper disrupts the triggering effect and becomes quickened until the end of her next turn. She can use the extra action to Fly, Step, Stride, or Strike. If the effect originated from a creature, such as an enemy casting slow on the Keeper, that creature is targeted with an ill omen spell. The creature must attempt a DC 42 Will save to determine the effects of the spell.
Speed 40 feet, fly 120 feet
Melee [one-action] greatsword +38 [+33/+28] (magical, versatile P), Damage 4d12-2+16 slashing plus bloodbirdMelee [one-action] jaws +35 [+30/+25] (magical), Damage 4d6-2+16 piercing plus bloodbirdMelee [one-action] talon +35 [+31/+27] (agile, magical), Damage 4d6-2+16 slashing plus bloodbirdOccult Innate Spells DC 39 (-4 dmg); 9th ethereal jaunt, suggestion; 8th crushing despair (at will), modify memory; 7th outcast's curse (at will), suggestion (at will); Constant (9th) tongues, true seeing
Bloodbird (curse, occult) A creature hit by a vilderavn's melee attack becomes cursed. It takes 2d6 persistent bleed damage that's difficult to stanch. The DC to stop the bleeding using Administer First Aid is 41, and healing the creature to full HP doesn't automatically end the bleeding. Removing the curse ends the bleeding.Change Shape [one-action] (concentrate, occult, polymorph, transmutation) The vilderavn takes on the appearance of a Small or Medium humanoid, wolf, dire wolf, or hybrid with both raven and wolf parts. The vilderavn can only use their jaws attack when in a form with a wolf's head, and their talon attack in a form with raven qualities. They can instead assume their raven knight form: a Medium humanoid in black full plate carrying a greatsword. They can use their jaws or talon Strikes only in a form that has that body part, and their greatsword only in knight form.Souleater (necromancy, occult) If the vilderavn kills a humanoid target with a critical hit using their jaws Strike, they rip out and devour the target's heart and soul as part of the attack. While the target is dead, the vilderavn can Change Shape into the target's form, gaining a +4 status bonus to Deception checks to impersonate the target. If magic would resurrect the creature, the caster must succeed at a DC 42 counteract check to extract the target's soul from the vilderavn; otherwise, the spell fails.