Animated Object Universal Rules
Size | Sample Object | HD | CP | CR |
---|---|---|---|---|
Tiny | Candelabra | 1d10 | 1 | 1/2 |
Small | Chair | 2d10+10 | 1 | 2 |
Medium | Cage | 3d10+20 | 2 | 3 |
Large | Statue | 4d10+30 | 3 | 5 |
Huge | Wagon | 7d10+40 | 4 | 7 |
Gargantuan | Catapult | 10d10+60 | 5 | 9 |
Colossal | Ship | 13d10+80 | 6 | 11 |
An animated object is not simply one monster, but a whole category. The stats presented here are for a Medium animated object (with 2 CP that have not been spent to gain additional abilities), but any object can become animated, most commonly via the spell animate objects. Permanent animated objects can be built using the Craft Construct feat. Unless an animated object uses a Construction Point to be made of another material, all animated objects are made of wood or material of equivalent hardness. Creating an animated object of a different size than Medium can be done simply by adjusting the object’s size (and thus adjusting its Strength, Dexterity, natural armor bonus, and size modifier to attack and AC) and Hit Dice.
Additional Natural Attack (Ex, 1 CP): The object gains an additional natural attack. The object must have an appropriate appendage or part for the natural attack.
Additional Movement (Ex, 1 CP): Gains a new mode of movement (, , [clumsy], or ) at a speed equal to its base speed.
Augmented Critical (Ex, 1 CP): Increase the threat range for the Animated Object’s melee attacks by 1 or the threat multiplier by 1. This cannot combine with itself or with the piercing attack or slashing attack object abilities.
Burn (Ex, 1 CP): The object gains burn (1d6) with its slam attacks. This can be applied multiple times. Its effects stack.
Constrict (Ex, 1 CP): Gains with its slam attacks (the object must have grab before it can take this ability).
Exceptional Reach (Ex, 1 CP): The object gains +5 feet of reach with one melee attack. Increase reach on all attacks for an additional +1 CP.
Faster (Ex, 1 CP): One of the object’s movement modes increases by +10 ft.
Grab (Ex, 1 CP): Gains special attack with slam attacks.
Improved Attack (Ex, 1 CP): All the Animated Object’s melee or ranged attacks do damage as though it were one size category larger. A crafter must purchase Improved Attack separately for melee and ranged attacks.
Metal (Ex, 2 CP): The object is made of common metal. Its hardness increases to 10, and it gains a +2 increase to its natural armor bonus. Mithral objects cost 4 CP, and gain hardness 15 plus a +4 increase to natural armor. Adamantine objects cost 6 CP, gain hardness 20, and receive a +6 increase to natural armor.
Piercing Attack (Ex, 1 CP): Replace one melee attack with an attack that does the same amount of piercing damage and has a ×3 multiplier. Replace all melee attacks for an additional +1 CP. Object abilities that specify slam attacks do not work on piercing attacks.
Pull (Ex, 1 CP): The object gains a (5 feet) special attack with slam attacks (the object must have grab before it can take this ability).
Ranged Attack (Ex, 2 CP): Replace one slam attack with a ranged attack. It does the same amount of damage, and has a range of 20 feet. Replace all attacks for an additional +2 CP. Object abilities that specify slam attacks do not work on ranged attacks.
Resistance (Ex, 2 CP): The object gains 5 to one type of damage (acid, cold, electricity, or fire) chosen at the time of the object’s creation. This effect can be applied multiple times. Its effects do not stack; each time it is applied, it applies to a different type of damage.
Slashing Attack (Ex, 1 CP): Replace one slam attack with an attack that does slashing damage and has either a 19–20 threat range (for blade-like attacks) or a ×3 threat multiplier (for axe- or scythelike attacks). Replace all melee attacks for an additional +1 CP. Object abilities that specify slam attacks do not work on slashing attacks.
Stone (Ex, 1 CP): The object is made of stone or crystal. Its hardness increases to 8 and it gains a +1 increase to its natural armor bonus.
Trample (Ex, 2 CP): The object gains the special attack.
Trip (Ex, 2 CP): The object gains the special ability with one of its slam attacks.
Tiny Animated Object
This animated candelabra flickers with ghostly flames as it floats about, its delicate form casting an eerie glow and dancing shadows.
N Tiny
Init +2; Senses 60 ft., ; Perception –5
DEFENSE
AC 18, touch 14, flat-footed 16 (+2 Dex, +4 natural, +2 size)
hp 5 (1d10)
Fort +0, Ref +2, Will –5
Defensive Abilities 5 (or more);
OFFENSE
Speed 15 ft.
Melee slam +1 (1d2–2)
STATISTICS
Str 6, Dex 14, Con —, Int —, Wis 1, Cha 1
Base Atk +1; +1; CMD 9
SQ 1 construction point
ECOLOGY
Environment any
Organization solitary, pair, or group (3–12)
Treasure none
Small Animated Object
The wooden chair springs to life, hopping and twirling on its stout legs, its padded seat seeming almost inviting.
N Small
Init +1; Senses 60 ft., ; Perception –5
DEFENSE
AC 16, touch 12, flat-footed 15 (+1 Dex, +4 natural, +1 size)
hp 21 (2d10+10)
Fort +0, Ref +1, Will –5
Defensive Abilities 5 (or more);
OFFENSE
Speed 20 ft.
Melee slam +3 (1d3)
STATISTICS
Str 10, Dex 12, Con —, Int —, Wis 1, Cha 1
Base Atk +2; +1; CMD 12
SQ 1 construction point
ECOLOGY
Environment any
Organization solitary, pair, or group (3–12)
Treasure none
Medium Animated Object
The skeleton locked within rattles as this animated cage lurches forward on chain legs in search of new prisoners.
N Medium
Init +0; Senses 60 ft., ; Perception –5
DEFENSE
AC 14, touch 10, flat-footed 12 (+4 natural)
hp 36 (3d10+20)
Fort +1, Ref +1, Will –4
Defensive Abilities 5 (or more);
OFFENSE
Speed 30 ft.
Melee slam +5 (1d6+3)
STATISTICS
Str 14, Dex 10, Con —, Int —, Wis 1, Cha 1
Base Atk +3; +5; CMD 15
SQ 2 construction points
ECOLOGY
Environment any
Organization solitary, pair, or group (3–12)
Treasure none
Large Animated Object
The enormous statue stirs, once frozen features shifting and grinding as it begins to move, its gaze seeming to follow you.
N Large
Init –1; Senses 60 ft., ; Perception –5
DEFENSE
AC 14, touch 8, flat-footed 14 (–1 Dex, +6 natural, –1 size)
hp 52 (4d10+30)
Fort +1, Ref +0, Will –4
Defensive Abilities 5 (or more);
OFFENSE
Speed 30 ft.
Melee slam +9 (1d6+9)
STATISTICS
Str 22, Dex 8, Con —, Int —, Wis 1, Cha 1
Base Atk +4; +11; CMD 20
SQ 3 construction points
ECOLOGY
Environment any
Organization solitary, pair, or group (3–12)
Treasure none
Huge Animated Object
With a thunderous groan, the massive wagon lurches into motion, its axles turning independently propelling it forward.
N Huge
Init –2; Senses 60 ft., ; Perception –5
DEFENSE
AC 15, touch 6, flat-footed 15 (–2 Dex, +9 natural, –2 size)
hp 78 (7d10+40)
Fort +2, Ref +0, Will –3
Defensive Abilities 5 (or more);
OFFENSE
Speed 30 ft.
Melee slam +15 (1d8+15)
STATISTICS
Str 30, Dex 6, Con —, Int —, Wis 1, Cha 1
Base Atk +7; +19; CMD 27
SQ 4 construction points
ECOLOGY
Environment any
Organization solitary, pair, or group (3–12)
Treasure none
Gargantuan Animated Object
The towering trebuchet creaks ominously as it adjusts itself, the sling loading and aiming without aid, ready to launch massive projectiles.
N Gargantuan
Init –2; Senses 60 ft., ; Perception –5
DEFENSE
AC 17, touch 4, flat-footed 17 (–2 Dex, +13 natural, –4 size)
hp 115 (10d10+60)
Fort +3, Ref +1, Will –2
Defensive Abilities 5 (or more);
OFFENSE
Speed 30 ft.
Melee slam +20 (2d6+21)
STATISTICS
Str 38, Dex 6, Con —, Int —, Wis 1, Cha 1
Base Atk +10; +28; CMD 36
SQ 5 construction points
ECOLOGY
Environment any
Organization solitary, pair, or group (3–12)
Treasure none
Colossal Animated Object
This titanic ship heaves as if caught in an unseen storm, its sails billowing with no wind, the deck planks creaking and shifting under an invisible crew's weight.
N Colossal
Init –2; Senses 60 ft., ; Perception –5
DEFENSE
AC 18, touch 0, flat-footed 18 (–2 Dex, +18 natural, –8 size)
hp 151 (13d10+80)
Fort +4, Ref +2, Will –1
Defensive Abilities 5 (or more);
OFFENSE
Speed 30 ft.
Melee slam +23 (2d8+27)
STATISTICS
Str 46, Dex 6, Con —, Int —, Wis 1, Cha 1
Base Atk +13; +39; CMD 47
SQ 6 construction points
ECOLOGY
Environment any
Organization solitary, pair, or group (3–12)
Treasure none
TSUKUMOGAMI
When an object reaches the 100-year anniversary of its crafting, sometimes it forms an amalgam with a kami, creating a creature known as a tsukumogami. Tsukumogami run the gamut in personality, outlook, and function. Objects that are well kept and cared for often form curious and helpful tsukumogami. Most commonly, tsukumogami are mischievous and frightening but not actually malign. Tsukumogami formed from objects that have been abandoned, neglected, or misused are dangerous both to the humans around and to themselves, as their uncontrolled rage might eventually transform them into oni.
Koto-Furunishi
A seemingly ordinary long zither, its strings seem to vibrate autonomously to create ethereal, hauntingly beautiful melodies.
A koto-furunishi is a tsukumogami that forms from a koto, also known as a long zither. Benevolent but shy, koto-furunishi enjoy playing beautiful music for others, especially attentive and caring owners, but never when they are being observed. Their penchant for doing so often leads to confusion as to the identity of the mysterious musician. If mistreated, a koto-furunishi never retaliates against its owner, but instead leaves its home to join a band of other tsukumogami who will appreciate its music more than its former owner.
NG Tiny (kami, native)
Init +4; Senses 60 ft., ; Perception +7
DEFENSE
AC 22, touch 16, flat-footed 18 (+4 Dex, +6 natural, +2 size)
hp 18 (1d10+13); 5
Fort +3, Ref +6, Will +5
Defensive Abilities 5; , petrification, polymorph; acid 10, electricity 10, fire 10
OFFENSE
Speed 30 ft.
Melee 2 slams +7 (1d4)
(CL 1st; concentration +3)
At will—decrepit disguise (self only), ghost sound, mending, quintessence (self only)
STATISTICS
Str 10, Dex 18, Con 17, Int 15, Wis 17, Cha 14
Base Atk +1; +3; CMD 13
Feats Weapon Finesse
Skills Bluff +6, Disguise +6, Knowledge (history) +6, Perception +7, Perform (string) +8, Sense Motive +7, Sleight of Hand +8, Stealth +16
Languages Common; 100 ft.
SQ construction points (extra hit points), , merge with ward, ward (100-year-old koto)
ECOLOGY
Environment any
Organization solitary or band (1 plus 1–10 other tsukumogami)
Treasure none (the koto-furunishi itself is a masterwork koto)
Kasa-Obake
This bizarre entity is a sentient one-eyed umbrella. It hops on a single leg, tasting the air with a long, lolling tongue.
One of the most famous tsukumogami is the one-eyed and one-legged umbrella creature known as kasa-obake, a creature that is alternately creepy, curious, and mischievous. Kasa-obake are as likely to scare a creature away as they are to assist it, though their seemingly unpredictable nature always has a pattern behind it. For instance, most kasa-obake react more positively to those who treat their belongings well. Kasa-obake can be sources of wisdom if approached correctly, but they are also likely to tell amusing tall tales instead of the truth.
N Small (kami, native)
Init +3; Senses 60 ft., ; Perception +8
DEFENSE
AC 20, touch 14, flat-footed 17 (+3 Dex, +6 natural, +1 size)
hp 27 (2d10+16); 5
Fort +3, Ref +6, Will +6
Defensive Abilities 5; , petrification, polymorph; acid 10, electricity 10, fire 10
OFFENSE
Speed 30 ft.
Melee 3 slams +6 (1d6+2)
(CL 2nd; concentration +4)
At-will—decrepit disguise (self only), ghost sound, invisibility (self only), mending, quintessence (self only), ventriloquism
STATISTICS
Str 14, Dex 16, Con 17, Int 15, Wis 17, Cha 14
Base Atk +2; +3; CMD 16
Feats Weapon Focus (slam)
Skills Bluff +7, Craft (cloth) +7, Disguise +7, Knowledge (history) +7, Perception +8, Sense Motive +8, Sleight of Hand +8, Stealth +12
Languages Common; 100 ft.
SQ construction points (additional attack), , merge with ward, ward (100-year-old umbrella)
ECOLOGY
Environment any
Organization solitary, pair, or group (3–12)
Treasure none
Boroboroton
This dilapidated futon exhibits human-like features and movements, exuding a tangible aura of neglect and resentment.
Boroborotons are the tsukumogami of tattered old sleeping mats, abandoned and neglected by their owners. Boroborotons are starved for affection and often wander the night in search of companionship, ideally from humanoids like those who created them. When a creature rejects a boroboroton’s offer of friendship, however, the boroboroton often responds murderously, twining around its victim’s head and neck to strangle her. A boroboroton lives on a razor’s edge, where redemption into a more stable kami or a transformation into an oni are both possible, depending on how others treat it.
NE Medium (kami, native)
Init +2; Senses 60 ft., ; Perception +9
DEFENSE
AC 19, touch 13, flat-footed 16 (+2 Dex, +1 dodge, +6 natural)
hp 48 (3d10+32); 5
Fort +5, Ref +5, Will +6
Defensive Abilities 5; , petrification, polymorph; acid 10, electricity 10, fire 10
OFFENSE
Speed 30 ft.
Melee 2 slams +8 (1d8+4 plus )
Special Attacks (1d8+4)
(CL 3rd; concentration +5)
At will—decrepit disguise (self only), ghost sound, invisibility (self only), levitate, mending, quintessence (self only), silent image, ventriloquism
STATISTICS
Str 18, Dex 14, Con 19, Int 15, Wis 17, Cha 14
Base Atk +3; +7 (+11 grapple); CMD 20
Feats Dodge, Weapon Focus (slam)
Skills Bluff +8, Craft (cloth) +8, Disguise +8, Knowledge (history) +8, Perception +9, Sense Motive +9, Sleight of Hand +8, Stealth +8
Languages Common; 100 ft.
SQ construction points (grab, constrict), , merge with ward, ward (100-year-old sleeping mat)
ECOLOGY
Environment any
Organization solitary or party (1 plus 5–20 other tsukumogami)
Treasure none