The Keeper

Level 21
Creature· evilUniqueMediumLegacy
AC
47
HP
385
Speed
40 ft.
Perception
+36
Fort
+37
Ref
+35
Will
+32
Immunities curse, death-effects, drained, fear-effects
Weaknesses cold-iron 20
Languages aklo, common, diabolic, fey
Senses greater-darkvision, truesight 60 ft.
Skills athletics +39, deception +39, acrobatics +37, society +36, stealth +35
Other Speeds fly 120 ft.
Recall Knowledge DC 52 (nature)

Attacks

Melee Greatsword +40 (magical, versatile-p), Damage 4d12+16 slashing
Melee Jaws +37 (magical, unarmed), Damage 4d6+16 piercing
Melee Talon +37 (agile, magical, unarmed), Damage 4d6+16 slashing

Abilities

Greater Darkvisioninteraction
Constant Spellsinteraction
Attack of Opportunity
Aura of Disquietude

30 feet. DC 41 will

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.

Effect: Aura of Disquietude


Maintain Fate

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

Bloodbird

A creature hit by a vilderavn's melee attack becomes cursed. It takes 2d6 bleed 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

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

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 44 counteract check to extract the target's soul from the vilderavn; otherwise, the spell fails.

In their true form, a vilderavn is a great raven with a wingspan of 6-8 feet. Adaptable shapeshifters, they can change to the fighting forms of a snarling wolf, a hybrid of both wolf and raven, and a tall humanoid in black armor with a massive greatsword. More sinister is their ability to assume a humanoid guise suited to insinuate themselves into the retinues of boastful mortal rulers. With historical knowledge and clever rumor-mongering, they goad the proud into squabbles, feuds, and ultimately wars. The vilderavn stays at the ruler's side until victory is within grasp, the war almost won, then exacts the cruel stroke of betrayal. Their magic turns the mortals against each other, and the vilderavn's sword falls swiftly.