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Vault Builder

Creature 23 (rare) — earth, elemental

Pre-Remaster content. May include legacy alignment.

WeaverCrasherLANDSUBTERRANEANVERTICALearthelemental

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

Source: rage-of-elements-bestiary (Pre-Remaster)

Perception +37; darkvision, tremorsense (imprecise) 120 feet
Languages orvian, petran; telepathy 300 feet
Skills acrobatics +39, arcana +42, Architecture Lore +42, athletics +39, crafting +44, Engineering Lore +42, nature +37, Planar Lore +42, stealth +41, thievery +39
Str
+8
Dex
+10
Con
+7
Int
+11
Wis
+6
Cha
+8
AC 47 Fort +36 Ref +41 Will +35 +1 status to all saves vs. spells (+4 status vs. earth)
HP 465
Immunities bleed, paralyzed, poison, sleep, radiation
Resistances physical (except adamantine) 20
Speed 35 feet, burrow 35 feet, climb 35 feet (earth glide)

Offense

Melee Claw (agile, finesse, magical, unarmed) +37, Damage 5d10+12 slashing plus Constraining Crystal
Melee Crystal Wand (finesse, magical, radiation) +37, Damage 4d4+12 piercing plus 4d6 poison
Melee Crystal Staff (magical, radiation, two-hand-d8) +39, Damage 4d6 poison plus 4d4+12 bludgeoning
Ranged Crystal Shard (earth, magical) +37, range increment 100 feet, Damage 7d6+4 piercing

Abilities

Tremorsense (Imprecise) 120 feet — Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.
Telepathy 300 feet (aura, magical) — A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
+2 Status to Recall Knowledge About Earth
Craft Crystal Wand (exploration) — Frequency twice per day

Effect The vault builder spends 10 minutes creating a magic wand out of radioactive green crystal, containing any 8th-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. The vault builder can expend both daily uses to instead make a +3 greater striking Major Staff of Earth .
Item Caster — The vault keeper can Cast a Spell from any item (such as a staff or wand) as though it were on their spell list.
+1 Status to All Saves vs. Magic
+4 Status to All Saves vs. Earth
Attack of Opportunity
Constraining Crystal (earth, magical) — When the vault builder 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. A target that fails its save while clumsy 4 is Petrified with an unlimited duration.
Crystal Burst (arcane, earth) — An explosion of razor-sharp splinters deals 24d6 piercing damage in a 30-foot burst within 120 feet, with a DC 46 Reflex save. The vault keeper can't use Crystal Burst again for 1d4 rounds.
Earth Glide — The vault builder can Burrow through any earthen matter, including rock. When they do so, the vault builder moves at their full burrow Speed, leaving no tunnels or signs of their passing.
Arcane Prepared Spells DC 50, attack +42
8th Earthquake (×2)
7th Heaving Earth
6th Disintegrate (×2), Petrify, Wall of Force
5th Blazing Fissure, Engrave Memory
4th Clairvoyance, Creation, Fly, Grasping Earth, Mountain Resilience
3rd Haste (×2), One with Stone (×2)
2nd Knock, Magnetic Attraction, Magnetic Repulsion, Pave Ground, See the Unseen
1st Ant Haul, Mending, Quick Sort (×2)
Cantrips (9th) Detect Magic, Read Aura, Scatter Scree, Sigil, Telekinetic Hand
Arcane Innate Spells DC 50, attack +42
6th Petrify, Scrying, Teleport
5th Speak With Stones (At Will), Wall of Stone
4th Shape Stone (At Will), Translocate, Translocate (At Will)
3rd Earthbind (At Will)
2nd Shatter (At Will), Summon Elemental (Earth Only)

WORKS WELL WITH

AnvilLAND / SUBTERRANEAN / VERTICALThe anvil pins enemies inside the weaver's constraining crystal zones and crystal burst radius.
FlankerLAND / SUBTERRANEAN / VERTICALThe flanker exploits clumsy and debuffed targets while the weaver controls engagement range.
SniperLAND / SUBTERRANEAN / VERTICALThe sniper benefits from the weaver's area denial and tremorsense-driven positioning to fire safely.

PUNISHES

✖ clumping✖ physical damage reliance✖ standing still
weaver stacking
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Rage of Elements.

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