# Keeper >[!rimg]+ > ![[Placeholder2.png]] > >[!debug]+ > >tendrilsMelee/Ranged: +8/+7 > >Secondary: +3/+2 > >Multiattack: +6/+5 > >M/R_PA: +8/+7 > >2nd/PA: +3/+2 > >MA_PA: +6/+5 > >Itterative: 1 > > xDmg:: Str: +4; Str2: +6; StrOH: +2; StrPA: +4; StrPA2H: +6; StrPAOH: +2 > > xDCs:: Str: 16; Dex: 15; Con: 14; Int: 14; Wis: 11; Cha: 10 > > xFeat:: 2/2 (0) > > xClasSkil:: Acrobatics, Climb, Disable Device, Escape Artist, Knowledge (local), Perception, Sense Motive, Stealth > > SaveDiff:: +/- 3 > > xLang:: 0/2 (2) <div class="grid-container"><div class="MON">Keeper</div> <div class="CR">CR 7 (3,200 XP)</div> <div class="SOU">Fiend Folio pg. 111</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> N Medium Outsider **Init** +3 **Senses** blindsight 200 ft., scent; **Perception** +6 #### defense **AC** 19, 13 touch, 16 flat-footed (+2 armor, +3 Dex, +4 natural) **hp** 28 (4d10+8) **Fort** +3, **Refl** +7, **Will** +3 **Feint** 16, **Demoralize** 13 **DR** 10/magic; **SR** 18 #### offense **Speed** 40 ft., climb 20 ft. **Melee** 4 tendrils +13 (1d8+5/19-20 plus grab) or warhammer (mimic) +4 (1d8+4), warhammer (mimic) +4 (1d8+2) **Space** 5 ft., **Reach** 5 ft. (10 ft. with reach weapon) **Special Attacks** body switch, dissolution, hive mind, mimic weapon, poison spit #### statistics **Str** 19, **Dex** 16, **Con** 14, **Int** 15, **Wis** 9, **Cha** 6 **BAB** +4, **CMB** +8, **CMD** 21, **TA** +8, **RTA** +7 **Skills** Acrobatics +7 (+4 when jumping), Climb +16, Disable Device +7, Escape Artist +7, Knowledge (local) +6, Perception +6, Sense Motive +6, Stealth +10 **Languages** #### special abilities ### 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. ### 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). #### ecology **Terrain** Any **Organization** Solitary, team(2–4), squad (6–11), orphalanx (12–48) **Treasure** Half **Advancement** By character class Most sages believe that keeperswere someone’s attempt to create a race of constructs thatwould act as spies or guardians of some secret knowledge.At some point the process went awry, and keepers beganto be born as free-willed living beings. Now they roam theplanes, driven to discover the secrets of others and makecertain that no one else can learn them.A keeper looks human or half-elven at first glance, but aclose examination reveals that its bald, pale-skinned,humanoid form moves oddly; all its joints are capable ofbending in any direction. Adding to their alien appearance,keepers all look remarkably similar; each wears a darkleather coat that serves as armor and black goggles to dis-guise the fact that the creatures have no eyes.Keepers are driven to discover things that others donot want known. They are insatiably curious, but preferto observe the knowledge they seek rather than interactwith the creatures that have it. Once they have learnedwhat they think they can from a creature, keepers oftenattempt to silence that creature so that others cannotlearn what it knows. Despite these draconian tactics,keepers can be bargained with and will hold to the letterof any deal made. Such bargains usually involve simplybuying off the keepers with knowledge rather than anexchange of information: No keeper willingly parts withits secrets.Keepers have a disturbing and abrupt manner, find-ing the subtleties of the cultures of other creatureschaotic and difficult to understand. Keepers seem toointense and driven to most creatures and are oftenunsettling to others even when they are trying tobe diplomatic.Keepers rarely speak, since they can commu-nicate with each other telepathically, butthey can converse in Common, Celestial,and Infernal.