Vault Keeper

Level 14
Creature· earthRareMediumRemaster
AC
36
HP
200
Speed
35 ft.
Perception
+26
Fort
+24
Ref
+28
Will
+22
Immunities bleed, paralyzed, poison, sleep, radiation
Resistances physical 15
Languages orvian, petran
Senses darkvision, tremorsense 120 ft. (imprecise)
Skills acrobatics +26, arcana +26, athletics +26, crafting +26, nature +24, thievery +24
Other Speeds climb 35 ft.
Recall Knowledge DC 37 (nature)

Attacks

Melee Claw +28 (agile, finesse, magical, unarmed), Damage 3d10+10 slashing
Melee Crystal Wand +28 (finesse, magical, radiation), Damage 3d4+10 piercing plus 4d6 poison
Melee Crystal Shard +28 (earth, magical), Damage 5d6+6 piercing

Abilities

Tremorsense (Imprecise) 120 feetinteraction
Telepathy 300 feetinteraction
+2 Status to Recall Knowledge About Earthinteraction
Craft Crystal Wandinteraction

Frequency twice per day


Effect The vault keeper spends 10 minutes creating a magic wand out of radioactive green crystal, containing any 5th-rank or lower earth spell of their choice. The wand can be used by other creatures, but it crumbles to sand at the end of the day and has no monetary value.

Item Casterinteraction

The vault keeper can Cast a Spell from any item (such as a staff or wand) as though it were on their spell list.

Attack of Opportunity
Constraining Crystal

When the vault keeper deals damage with a claw Strike, glowing green crystals cluster at the site of the attack. The target must succeed at a DC 31 fortitude save or become Clumsy 1 for 1 hour (or Clumsy 2 on a critical failure). If the creature is already clumsy due to constraining crystal, additional failures increase that clumsy value instead, to a maximum of Clumsy 4.

Crystal Burst◆◆

An explosion of razor-sharp splinters deals 15d6 piercing damage in a 30-foot area within 120 feet, with a DC 35 reflex save. The vault keeper can't use Crystal Burst again for .

Slashing Surge◆◆

The vault keeper Strides or Climbs and makes two claw Strikes at any point during that movement. Each Strike must target a different creature. The multiple attack penalty doesn't increase until after both attacks.

The vault keepers lost Sairazul's spark and have life spans of two to three millennia. They maintain and protect the xiomorns' many experiments.


When Sairazul created xiomorns, they were immortal. She created 65,536, all in her own image, and all imbued with a piece of her divine spark. During her imprisonment, Ayrzul used visions of a future extinction to manipulate them into sacrificing their power to him. This sacrifice split xiomorns into two classes: 32,768 vault builders who kept Sairazul's essence and 32,768 vault keepers who would live forever no longer. For millennia, xiomorns built a vast, magical civilization across the Plane of Earth, and when there was no space left to build, they left. On each new world, xiomorns build their vaults and conduct their experiments, endlessly searching for clues to help them avoid their extinction.

Vault Seeds

Xiomorns create magical underground caverns using vault seeds, ancient magical tools bequeathed to their species by Ayrzul as a reward for their sacrifice. The vault seeds were used to create the Vaults of Orv in Golarion's Darklands, and an accident involving an out-of-control vault seed created the mysterious Emerald Spire.

Crystal Crafters

Xiomorns have mastered the creation of numerous magic items made of crystal beyond generation stones and vault seeds. These include pillars of black stone called whisperstones that allow xiomorns to communicate telepathically across vaults, orvgates that use weblike funnels of green crystal to allow teleportation between Darklands vaults, and a vortex in Orv called the Crystal Womb that connects to a crucial stronghold on the Plane of Earth.