Outsider 4 / Lurk 5 (ECL 12)
Alignment: CG | Size: M
Patron Deity: Ancestral Worship
Str 14+1d4+8 | Dex 12+6 | Con 14+1d4+4 | Int 14+1d4+4 | Wis 8-2 | Cha 10-4
DP: 12 AP: 11
AC: __ / Touch: __, Flatfooted: __
HP: __ / HD: 8+3d8+5d6+__
- DR: 10/magic
Initiative: +__ / Speed: 40' land, 20' climb
Fort: _ / Reflex: _ / Will: _
- SR: 13
- Touch +7 / Ranged Touch +9
Space/Reach: 5 ft./5 ft. Base Attack: +7
Languages: Common, Celestial, Infernal
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 (see the sidebar for statistics).
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 (see the sidebar for statistics).
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 objects. 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.
Weapon and Armor Proficiency: Lurks are proficient with all simple and martial weapons, with light armor, and with shields (except tower shields).
Lurk Augment (Ex): Beginning at 1st level, a lurk can augment her melee attack by selecting an ability from her available lurk augments. Her level determines the abilities available for her to use (see Table 1–6). In some cases, she can also use power points to increase the power of her lurk augment. The power of the lurk augment lasts for 1 round or until the lurk's next attack. If that attack misses, that use is wasted.
Using a lurk augment is a swift action. When powering an augment with power points, a lurk cannot spend more total power points than her lurk level on any single lurk augment. A lurk can use her lurk augments a total number of times per day equal to her lurk level + her Int modifier.
At 10th level, a lurk can choose two augments from the list in the same swift action. Both augments count against her daily total. The total power points spent on the augments is still limited to her manifester level. For example, an 11th-level lurk could choose to include a mental assault and a solid strike in her attack, and spend a total of 11 power points between the two abilities.
At 18th level, a lurk can choose three augments from the list in the same swift action, which counts as three against her daily limit. The total power points spent is still limited to her manifester level.
- Additional Sneak Attack: The lurk's next attack deals an extra 1d6 points of damage from a sneak attack. For every 2 power points spent, this damage increases by 1d6 points. The attack must be one to which sneak attack damage applies. Minimum level 1st.
- Unfocusing Strike: A creature hit by the lurk's attack must make a Will saving throw (DC 10 + Int modifier) or lose its psionic focus in addition to taking the damage from the attack. For every 2 power points spent, the DC increases by 1. Minimum level 1st.
- Solid Strike: The lurk's attack deals an extra 2 points of damage. For every power point spent, the damage increases by 1. Minimum level 3rd.
- Stunning Attack: A creature hit by the lurk's attack must make a Fortitude saving throw (DC 10 + lurk's Int modifier) or be stunned for 1 round in addition to taking the damage from the attack. For every 2 power points spent, the DC increases by 1. Minimum level 3rd.
- Ignore Concealment: The lurk's next attack ignores the miss chance provided by concealment or total concealment. The lurk must still attack the correct square when attacking an invisible creature. Minimum level 5th.
- Mental Assault: The lurk's next attack deals 2 points of either Intelligence or Wisdom damage in addition to its normal damage. The lurk chooses which type of ability damage to deal when activating the power. For every 2 power points spent, the ability damage increases by 1. Minimum level 5th.