Caretaker: Medium Bio-Construct (Seeker Child Guardian Variant) - CR 4
Hit Dice: 6d10 + 18 (CON) (51 HP)
Initiative: +0
Speed: 30 ft.
AC: 16 (+4 Natural, +2 Heavy Bone Shield), Touch 10, Flat-Footed 16
Base Attack/Grapple: +6
Attack: Retractable Bone Longspear +6 (1d8; x3) or Tentacle +6 (paralysis)
Full Attack: Retractable Bone Longspear +6/+1 (1d8; x3) or Tentacle +6/+1 (paralysis)
Space/Reach: 5 ft./5 ft. (10 ft. with retractable bone longspear or tentacle)
Special Attacks: Retractable Bone Longspear, Paralysis
Special Qualities: Bio-Construct Traits, DR 5/Chaotic, SR 11, Vulnerability to Chaos
Saves: Fort +7, Ref +4, Will +8
Abilities: Str 10, Dex 10, Con 16, Int 12, Wis 10, Cha 10
Skills: Knowledge (Arcana) +7, Knowledge (Geography) +6, Knowledge (History) +6, Knowledge (Local) +6, Knowledge (Nobility) +6, Knowledge (Religion) +6, Knowledge (The Planes) +6, Profession (Instructor) +12
Feats: Healing Devotion,
Protection Devotion,
Skill Focus (Profession[Instructor])
Language: High Valyrian
Alignment: Lawful Neutral
Spell-like Abilities (Sp): Caster Level: 6th; At-Will:
Shield Other (wards only), 3/Day:
Dimension Door (self plus wards only)
Ward Bond (Su): The Caretaker can be simultaneously bonded to up to three different wards, who are usually but not always children. Bonding a ward is a simple process which requires the Caretaker to ingest a drop of the potential ward's blood in addition to a verbal command. This bond is necessary for the Caretaker to use many of its special abilities.
Touch of Life (Su): 1/Day as an Immediate Action, the Caretaker can gain Fast Healing 2 for one minute. Alternatively, the Caretaker can use a Full-Round Action to use their Touch of Life on one of their bonded wards.
Protective Aura (Su): 1/Day as an Immediate Action, the Caretaker can activate a protective aura which provides itself and all of their bonded wards who are within a 15 foot radius with a +3 Sacred bonus to their AC for one minute.
Paralysis (Ex): A Seeker's tentacle produces a paralytic slime that can induce Paralysis for 1d4+1 rounds on contact (DC 16 Fortitude save negates). A Caretaker's bonded wards are immune to the effects of its paralytic slime.
Hidden Nature:
- Human Appearance (Ex): Caretakers eschew the typical inhuman appearance of Seeker-type Bio-Constructs, the better to blend in with their charges. On casual inspection, a Caretaker appears to be a human female, though one with an overly symmetrical face which lacks a mouth, and and a slight physical build. Loose clothing and a scarf is often enough to obscure the Caretaker's more unusual physical traits.
- Hidden Form (Su): To better pass as a normal human, a Caretaker can further hide their unusual physical properties via a minor magical transformation. This transformation merges the Caretaker's retractable bone longspear, heavy bone shield, and paralytic tentacle with their body, while rendering them fully human in appearance. They become fully capable of speech and can mimic normal human behavior such that a DC 20 Sense Motive is needed to discern that they are, in fact, emotionless beings. In addition to losing access to the offensive and defensive properties of these features, the Caretaker also loses its +4 Natural Armor bonus to AC. This ability requires a Full-Round Action to activate or deactivate.
Seeker Construct:
- Bio Construct: Bio-Constructs possesses the following traits (unless otherwise noted in a creature's entry): Darkvision 60 ft, Immune to Mind-Affecting effects with the Charm or Compulsion descriptor, +6 save bonus vs Morale effects and a +4 bonus on all Will saving throws, and Immunity to magical Sleep & Possession effects. The Seeker benefits from Spell Resistance equal to 5 plus its current Hit Dice. As with regular Constructs, Bio-Constructs are immediately destroyed when reduced to 0 or less Hit Points. Despite being living beings, Bio-Constructs do not have soul and cannot be Raised or Resurrected. Progression (Good BAB, Good Saves, +4 skill points per HD)
- Vulnerability to Chaos (Su): Seekers are held together by the purely logical minds that drive them. As such, they take half again as much (+50%) damage as normal from spells with the Chaotic descriptor or weapons with the Anarchic special ability, regardless whether a saving throw is allowed, or if the save is a success or failure. Spells with the Chaotic descriptor ignore a Seeker's Spell Resistance and the Magic Disruption special ability. Magic weapons with the Anarchic special ability are immune to its Magic Disruption special ability, as are intelligent weapons with a Chaotic alignment.
Bone Armaments (Ex):
- Weapons: Seekers wield melee weapons made from their own bone, which grow from one or more of their arms. The type of weapon it has is determined by the Seeker's role (see its Attack and Full Attack listing for the bone weapon it carries) . Bone weapons are directly attached to a Seeker, which prevents them from being disarmed. They can be Sundered (any damage to the bone weapon is delivered to the Seeker as well). A Sundered bone weapon can be reformed 2 rounds later as a Move Action. Bone weapons have a Hardness of 5 and 1/2 the HP of a normal version of that weapon. Any part of a bone weapon that is sundered from the body of a bio-construct immediately looses its special properties, becoming a useless bit of broken bone.
- Shield: Some Seekers have shields made from their own bones, which grow from one of their arms. Bone shields (see Armor Class listing for shield type) are directly attached to arm of the seeker and as such they cannot be disarmed. They can be Sundered (any damage to the bone shield is delivered to the Seeker as well). A Sundered bone shield can be reformed on the Seeker's next initiative round as a Move Action. A bone shield has a hardness of 5 and 1/2 the HP of a normal version of that shield. Any part of a bone shield that is Sundered from the body of a bio-construct immediately looses its special properties, becoming a useless bit of broken bone.