Vault Keeper

Vault Keeper CR 14

XP 38,400
LN Medium outsider (earth, elemental, extraplanar)
Init +8; Senses darkvision 60 ft., tremorsense 120 ft.; Perception +23

DEFENSE

AC 28, touch 19, flat-footed 19 (+8 Dex, +1 dodge, +9 natural)
hp 200 (16d10+112); fast healing 5
Fort +12, Ref +18, Will +14
DR 10/adamantine and bludgeoning; Immune elemental traits; SR 25

OFFENSE

Speed 40 ft., climb 40 ft.
Melee 4 claws +24 (2d4+6/19–20 plus crystallization)
Special Attacks crystal burst (DC 25), crystallization (DC 25), rend (2 claws, 2d4+9)
Spell-Like Abilities (CL 16th; concentration +23)

At willdispel magic, greater teleport (self plus 50 lbs. of objects only), shatter (DC 19), statue (DC 24), stone shape, stone tell
3/daycommand stone (DC 26), flesh to stone (DC 23), spike stones (DC 21), wall of stone
1/daysummon monster VII (earth elementals only), symbol of scrying

STATISTICS

Str 22, Dex 27, Con 25, Int 27, Wis 18, Cha 24
Base Atk +16; CMB +22 (+24 sunder); CMD 41 (43 vs. sunder)
Feats Combat Reflexes, Dodge, Improved Critical (claw), Improved Sunder, Mobility, Power Attack, Spring Attack, Weapon Finesse
Skills Acrobatics +20, Climb +30, Craft (sculpture) +13, Disable Device +22, Heal +20, Knowledge (arcana) +27, Knowledge (dungeoneering) +24, Knowledge (geography) +24, Knowledge (nature) +24, Knowledge (planes) +27, Perception +23, Sense Motive +23, Spellcraft +27, Stealth +27, Use Magic Device +26
Languages Terran; telepathy 300 ft.
SQ item mastery

SPECIAL ABILITIES

Crystal Burst (Su)

A Vault Keeper’s crystal burst deal 12d6 points of damage.

Crystallization (Su)

A creature struck by a Vault Keeper’s claw must succeed at a DC 25 Fortitude save or take 1 point of Dexterity drain. On a critical hit, a target that fails its save instead takes 4 points of Dexterity drain. This ability otherwise functions as the Vault Builder version.

Item Mastery (Ex)

A Vault Keeper can always activate spell trigger and spell completion items as if the spell were on its class list.

Item Shaper (Ex)

For the purposes of crafting magic items or constructs, a Vault Keeper is treated as though it had all item creation feats.

ECOLOGY

Environment any
Organization solitary, pair, or cabal (3–6 plus 4–12 pechs and 2–6 earth elementals)
Treasure double

Xiomorns comprise two castes: the four-legged mythic Vault Builders and the two-legged non-mythic Vault Keepers.

Both are among the most ancient forms of life—primeval elemental beings who travel to raw, new worlds upon the Material Plane, pursuing strange ecological investigations into the nature of life. The worlds these enigmatic beings have visited feature strange ruins in remote regions and immense, vault-like caverns deep underground where ecologies that shouldn’t exist flourish. Xiomorns have little interest in protecting a world’s indigenous life, except as necessary for their experiments’ goals, and wage war against such races when native empires encroach upon the xiomorns’ experimental realms.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Planar Adventures © 2018, Paizo Inc.; Authors: Robert Brookes, John Compton, Paris Crenshaw, Eleanor Ferron, Thurston Hillman, James Jacobs, Isabelle Lee, Lyz Liddell, Ron Lundeen, Joe Pasini, Lacy Pellazar, Jessica Price, Mark Seifter, F. Wesley Schneider, Todd Stewart, James L. Sutter, and Linda Zayas-Palmer.

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