16 BROKEN KEEPER. The disabled metal humanoid body of a Keeper is lying face down here. It was attacked by some degenerate halflings and desperately wants to return to Area 14. It has already been away from its pool for more than five hours and will die soon.
Keeper (AC 6; MV 12"; hp 1 (normally 5); #AT 1 fist; D 1-4; SA Possession; XP 11 (normally 15))
It will attempt to possess any person who touches it. Treat this as a magic jar attack. The keeper's intelligence will be 5-7 (1d3+4) and its wisdom will be 2-8 (2d4). If it possesses the body of a character, it will attempt to walk to Area 14. Once there, it will relinquish its hold on the character as it returns to its home.