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This creature is published according to the Open Gaming License. Click HERE to see a copy of the license for this creature (Section 15 includes authors copyright). All content is Open Gaming Content except where expressly marked as Product Identity by the author.

Keres

A horrendously ugly winged humanoid is staring at your from the shadows, causing you to go numb from fear


Medium Outsider (chaotic, evil, obyrith)

Hit Dice: 9;hp 85

Initiative: +5

Speed: 30 ft., fly 40 ft. (good)

AC: 22, touch 14, flat-footed 7

Attacks: 2 claws +7 melee and bite +2 melee

Damage: 2 claws 1d6+5 and bite 1d4+2 plus Constitution drain

Face: 5 ft./5 ft.;

Special Attacks: Constitution drain, form of madness, spell-like abilities

Special Qualities: Damage reduction 7/good, darkvision 60 ft., fast healing 10, immunities (mind-affecting spells and abilities and poison), resistances (acid 10, cold 10, electricity 10, fire 10), spell resistance 20, telepathy 100 ft., true seeing

Saves: Fort:+11 Will:+11 Ref:+10

Abilities: Str:21 Dex:21 Con:21 Int:14 Wis:18 Chr:20

Skills: Concentration +17, Escape Artist +17, Hide +17, Intimidate +17, Knowledge (local) +14, Knowledge (the planes) +14, Listen +6, Move Silently +17, Search +14, Sense Motive +16, Spot +6, Survival +14 (+16 following tracks)

Feats: Ability Focus (Constitution drain) (B), Dodge, Power Attack, Thicken Skin (B), Weapon Focus (claws), Weapon Focus (bite)


Climate: The Lower Planes

Orgranisation: Solitary

CR: 7

Treasure:

Alignment: Always CE

Advancement: 10-14 HD (medium), 15-18 HD (large) or by character class

 

Constitution Drain (Su): When a keres uses its bite attack, its victim must make a Fort DC 19 save or lose 1d4 points of Constitution. A creature slain by a keres in such a way rises as a ghoul if 5 HD or less, or a ghast, if 6 HD or more in 1d3 days.
Form of Madness (Su): When a creature first encounters a keres, it must attempt a Will DC 18 save. If failed, the victim is overcome with unreasonble fear of darkness and loneliness, and takes a -2 penalty when fighting alone or in the dark. It is also prone to nightmares when falling asleep, resulting in another -2 penalty to all Will saves. This condition can be cured by heal or greater restoration. A creature that makes the save is immune to that keres form of madness for the next 24 hours. Chaotic evil outsiders are immune to the keres form of madness.
Spell-Like Abilities: at will - armor of darkness (self only), black tentacles (DC 19), detect thoughts (DC 17), nightmare (DC 18). CL 12th. The save DCs are Charisma-based.
True Seeing (Sp): Keres continuously use true seeing, as the spell.


The Keres were created as an obyrith response to the succubi tanar'ri. Created by the behest of Obox-ob by a renegade glabrezu wizard/alchemist called Sinmaker, they are as ugly as the succubi are beautiful, and are as reclusive as the succubi are social.
When not in shadows, darkness, or their armor of darkness, the keres look humanoid, but with a fanged mouth and a hook-like nose; however, this happens only moments before either the obyrith or its opponent are slain, so it is not widely known (Knowledge [The Planes] DC 28 check is required).
The Keres fighting strategy is stalking, lurking in the shadows, striking when its victim has lowered its guard. However, the ghouls and ghasts that it creates with its Constitution-drain attack are less subtle and do around in their usual manner. Their presence serves to hide the Keres own presence, though, and serves to complicate things further.
Finally, some evil wizards (and demonologists) are reputed to make deals with these demons, usually promising them souls in exchange for guardian service. Thus, sometimes the Keres can be found in wizards' lairs as well.


Author: Dmitri

Site © Copyright 2008 Sam Judson (except for OGL content)