Keeper (CR 7)
AC: 19 (+3 Dex, +4 natural, +2 leather), touch 13, flat-footed 16
Hit Dice: 4d8+8 (26 hp); DR: 10/magic
Fort +6, Ref +7, Will +3
Speed: 40 ft., climb 20 ft.
Space: 5 ft./5 ft. (10 ft. with reach weapon)
Base Attack +4; Grapple +8
Attack: Glaive (mimic) +8 melee, or warhammer (mimic) +8 melee
Full Attack: Glaive (mimic) +8 melee, or warhammer (mimic) +8 melee and warhammer (mimic) +3 melee
Damage: Glaive 1d10+6, or warhammer 1d8+4 and warhammer 1d8+2
Special Attacks/Actions: Mimic weapon, poison spit
Abilities: Str 19, Dex 16, Con 14, Int 15, Wis 9, Cha 6
Special Qualities: body switch, dissolution, hive mind, immunities, outsider traits, resistances, SR 13
Feats: Dodge; Mobility; Spring Attack (B)
Skills: Climb +19, Escape Artist +18, Hide +10, Jump +19*, Knowledge (any two) +9, Listen +6, Move Silently +10, Open Lock +10, and Spot +6
Advancement: By character class
Climate/Terrain: Any (unknown plane)
Organization: Solitary, team (2-4), squad (6-11), or phalanx (12-48)
Treasure/Possessions: Half standard
Mimic Weapon (Ex): A keeper can form the malleable flesh and bone of its arms into any melee weapon (even an exotic weapon) it has witnessed in use and then wield the weapon with proficiency. It can form either arm into any melee weapon of up to Medium-size. It must fuse and form both its arms to mimic a weapon of Large size or a double weapon. A keeper cannot use its arms to create melee weapons of a size larger than it could normally wield. A mimicked weapon has all the properties of a standard weapon of that type. A keeper's attacks with its mimicked weapons are treated as natural attacks; thus, keepers do not incur the normal penalties for fighting with two weapons, cannot be disarmed, and do not gain iterative attacks with their mimicked weapons. Keepers are capable of wielding normal weapons, even ranged weapons, but they rarely do so.
Poison Spit (Ex): Once every 1d4 rounds, a keeper can spit a nauseating contact poison in a 20-foot cone).
Blindsight (Ex): A keeper is blind, but it maneuvers and fights as well as a sighted creature by using sonar, like that of a bat. This ability enables it to discern objects and creatures within 200 feet. A keeper usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight. A silence spell negates this ability.
Body Switch (Su): A keeper's hive mind and its unique mental-link to other keepers grants it a supernatural ability to exchange places with any other living keeper within 500 feet. As a standard action, a keeper can use teleport without error to reach the exact location of another keeper, instantaneously teleporting the other keeper away and effectively switching positions with that keeper. A keeper may use this ability to switch places with an unconscious, dying, or otherwise helpless keeper. Keepers often use this ability to surprise opponents or to harry foes that have sealed themselves off from the attacks of the other keepers.
Dissolution (Ex): When a keeper is captured, pinned, or held helpless, it has 10 rounds to free itself or be freed by another creature. If it is not freed before that time, it dissolves into a 5-foot-wide puddle of the same contact poison the keepers spit. The puddle and any poison taken from it evaporate in 4 rounds - except that a Craft (poisonmaking) check (DC 20) made during that time will preserve enough poison from the puddle for one dose of keeper poison.
A keeper that dies also dissolves into a puddle of poison. Any creature that touches the keeper as it dissolves (such as with a natural attack that dealt the death blow) or that touches a puddle of poison before it evaporates must make Fortitude saving throws to avoid the poison's effects.
Hive Mind (Ex): All keepers within 500 feet of each other are in constant communication. If one is aware of a particular danger, they all are. If one in the group is not flat-footed, none of them are. No keeper within range is considered flanked unless all are.
Immunities (Ex): Keepers have an alien physiology and incomprehensible minds that make them more like constructs than living creatures. A keeper is immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on object. They are not subject to critical hits, sneak attacks, subdual damage, ability damage, ability drain, energy drain, or death from massive damage.
Outsider Traits: Keepers have darkvision (60-foot range), and they cannot be raised or resurrected (though a wish or miracle spell can restore life).
Resistances (Ex): A keeper has acid, cold, fire, electricity, and sonic resistance 10.
Scent (Ex): A keeper can detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Skills: Keepers have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. In addition, their strange and malleable physiology grants keepers a +8 racial bonus on Jump and Escape Artist checks. *Keepers are not limited by their height when determining the distance they can jump.
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.