The Keeper
Creature 21 (unique) — fey
Pre-Remaster content. May include legacy alignment.
FlankerShadeLANDAERIALfey
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 ultimatel
Source: stolen-fate-bestiary (Pre-Remaster)
Perception +36; greater-darkvision, truesight 60 feet
Languages aklo, common, diabolic, fey; tongues
Skills acrobatics +37, athletics +39, deception +39, Heraldry Lore +34, society +36, stealth +35, Warfare Lore +36
Str
+8
Dex
+6
Con
+6
Int
+5
Wis
+5
Cha
+8
Items Greatsword, Full Plate
AC 47
Fort +37
Ref +35
Will +32
HP 385
Immunities curse, death-effects, drained, fear-effects
Weaknesses cold-iron 20
Speed 40 feet, fly 120 feet
Offense
Melee Greatsword (magical, versatile-p) +40, Damage 4d12+16 slashing plus Bloodbird
Melee Jaws (magical, unarmed) +37, Damage 4d6+16 piercing plus Bloodbird
Melee Talon (agile, magical, unarmed) +37, Damage 4d6+16 slashing plus Bloodbird
Abilities
Greater Darkvision — A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness.
Constant Spells — A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
Attack of Opportunity —
Aura of Disquietude (emotion, fear, mental) — 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.
A creature that first enters the area must attempt a Will save.
Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
Critical Success The creature is unaffected by the presence.
Success The creature is Frightened 1.
Failure The creature is Frightened 2.
Critical Failure The creature is Frightened 4.
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.
A creature that first enters the area must attempt a Will save.
Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
Critical Success The creature is unaffected by the presence.
Success The creature is Frightened 1.
Failure The creature is Frightened 2.
Critical Failure The creature is Frightened 4.
Maintain Fate (occult) —
Bloodbird (curse, occult) — 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 (concentrate, occult, polymorph) — 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.
The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
Souleater (occult) — 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.
Occult Innate Spells DC 41
7th Ethereal Jaunt
6th True Seeing (Constant)
5th Crushing Despair (At Will), Tongues (Constant)
4th Modify Memory, Outcast's Curse (At Will), Suggestion, Suggestion (At Will)
WORKS WELL WITH
AnvilLAND / AERIALThe anvil holds enemy attention while the flanker exploits the aura of disquietude to prevent enemies from aiding one another.
SniperLAND / AERIALFrightened and suspicious enemies from the aura become off-guard targets that a sniper can pick off at range.
WeaverLAND / AERIALThe flanker's mobility and fear effects compound with a weaver's area denial to divide enemy formations.
PUNISHES
✖ clumping✖ flanking✖ low Will
Works well with · Punishes · Pairing advice
Unlock with Tactics
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