Celedon
This metallic sculpture of an idealized humanoid figure sparkles with divine luster.
Not all deities trust their worship to the care of fickle, short-lived mortals. When it comes to their most sacred sites, many gods entrust the duty of caretaker to celedons, immortal automatons of perfect faith. Forged of the purest extraplanar metals, every celedon exists to serve a single deity. Each possesses a boundless willingness to praise their deity’s name, whether through song, oration, mock battle, or whatever performance their creator favors. Most spend the entirety of their existences tending a single holy place, repeating rituals, perfecting services, and creating new works to laud their particular deities. Celedons in the service of a goddess of law might perform an endless cycle of daily ceremonies and shrine upkeep, with time set aside for copying scripture and adjudicating disputes between the faithful. Those who serve a chaotic god of destruction might perform sacrifices as whims strike them, while erratically preparing weapons of war. While only those celedons created by martially minded deities function as warriors, most of these divine constructs zealously defend their divinely chosen homes and eagerly sacrifice themselves in their defense. Celedons always honor and work to serve the word of their patron deity, nimbly navigating contradictions or hypocrisy in divine dogma. However, if an individual can, through extreme circumstances, convince a celedon to abandon her faith, the results are dramatic. A faithless celedon emits a blast of energy that deals 4d6 points of damage to all creatures within 10 feet, after which her sentience leaves her. The celedon continues to exist and mindlessly performs maintenance routines and other simple duties, but her Intelligence score and all special abilities are lost forever—a fate most celedons consider more merciful than living with apostasy. Revelations capable of causing a celedon to lose faith are exceedingly rare, usually due to exceptional circumstances or adventures—a celedon can’t be persuaded to abandon her faith through mere rhetorical skill. Most celedons look like idealized humanoids, though their metallic appearances conform to the preferences of their creators.
N Medium
Init +0; Senses 60 ft., ; Perception +2
DEFENSE
AC 12, touch 10, flat-footed 12 (+2 natural)
hp 25 (1d10+20)
Fort +0, Ref +0, Will +4
OFFENSE
Speed 30 ft.
Melee short sword +2 (1d6+1/19–20)
Special Attack bardic performance (6/day)
STATISTICS
Str 12, Dex 11, Con —, Int 9, Wis 14, Cha 13
Base Atk +1; +2; CMD 12
Feats Iron Will, Skill Focus (Knowledge [religion])
Skills Knowledge (religion) +3
Languages Common
SQ granted power, song of the gods
ECOLOGY
Environment any
Organization solitary, commune (5–10), or abbey (11–25)
Treasure standard (short sword, other treasure)
SPECIAL ABILITIES
Granted Power A celedon enjoys the favor of the deity who created her. Every celedon chooses one of her deity’s domains and gains that domain’s first granted power. Alternatively, she can choose the prophet’s touch ability below. A celedon only chooses this power once and can never change her granted power.
Prophet’s Touch (Su): Three times per day, a celedon can make a melee touch attack that, on a hit, forces the target to succeed at a DC 11 Fortitude save or become stunned for 1 round. A creature that succeeds is staggered for 1 round instead. Whether or not the target succeeds, any spells or effects that detect alignment read the target as being the same alignment as the celedon’s deity for as long as they are stunned or staggered. This save DC is Charisma-based.
Song of the Gods (Su) A celedon has the bardic performance ability of a 3rd-level bard, granting her access to the countersong, fascinate, inspire courage, and inspire competence performances. Rather than Perform, a celedon uses Knowledge (religion) when necessary (such as to determine the saving throw result for countersong). She can make use of this ability a number of times per day equal to 4 + her Wisdom modifier and can employ either her voice or any musical instrument.
Iron Cobra
This creature resembles a small, metallic cobra. Its body is made of overlapping iron plates, and its eyes are pinpoints of red light.
The iron cobra is a simple construct that resembles a hooded cobra made out of metal. The iron cobra is typically used as a bodyguard or guardian of treasure, though its magical ability to unerringly locate creatures means it is also used as an assassin. Since an iron cobra’s poison reservoir can contain multiple types of venom, the construct’s specific use can be further tailored by varying the poison used. Some spellcasters even fill these reservoirs with potions, so that when the cobra bites, it injects the potion into its target. This is a somewhat dangerous method for gaining the effects of a potion, but it does free up the cobra’s master to do other things in a combat round apart from quaffing potions.
Iron is the most common material for these creations, but some crafters prefer more exotic materials when creating the serpentine constructs.
Adamantine Cobra (+1 CR): This cobra is more solidly built than others. Its natural armor bonus increases to +12, it gains +5 hp per HD, and it gain DR 10/—.
Cold Iron Cobra (+0 CR): This cobra’s natural attacks count as cold iron for the purpose of bypassing DR.
Darkwood Cobra (+0 CR): This cobra is more mobile; it gains a swim speed of 30 ft. and a climb speed of 20 ft.
Mithral Cobra (+1 CR): This cobra is much swifter. Its Dexterity increases by +4 and its speed to 70 ft., and it can make 2 bite attacks per round as a full attack action.
N Small
Init +2; Senses 60 ft., ; Perception +0
DEFENSE
AC 20, touch 13, flat-footed 18 (+2 Dex, +7 natural, +1 size)
hp 15 (1d10+10)
Fort +0, Ref +2, Will +0
5/—; ; 13
OFFENSE
Speed 40 ft.
Melee bite +3 (1d6+1 plus poison)
STATISTICS
Str 12, Dex 15, Con —, Int —, Wis 11, Cha 1
Base Atk +1; +1; CMD 13 (can’t be tripped)
Skills Stealth +12
Racial Modifiers +6 Stealth
SQ find target
ECOLOGY
Environment any
Organization solitary, pair, or nest (3–10)
Treasure none
SPECIAL ABILITIES
Find Target (Su) Once per day, an iron cobra’s creator can order it to find and kill a specific creature within 1 mile, which it does as if guided by discern location. The creator must have seen or be holding an item from the specified creature for this order to function.
Poison (Ex) An iron cobra’s bite injects poison from a hidden reservoir within its body. Because it is a construct, the cobra does not naturally produce this poison, and its creator must refill this reservoir manually. The reservoir holds enough poison for 3 successful bite attacks, after which the creature merely deals bite damage. Refilling the reservoir takes 5 rounds and provokes attacks of opportunity. The creator can fill the reservoir with any injury poison (typically black adder venom), though acid, alchemical substances, and even stranger liquids have been used.
Black Adder Venom: Bite—injury; save Fort DC 11; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.
Soulbound Doll
This doll’s glass eyes glisten with unmistakable curiosity as it comes to life with a fluid grace.
These small, sentient dolls contain a fragment of another creature’s soul. The binding process strips most of the individuality from the soul, making a new soulbound doll an almost blank slate. Despite this process, fragments of the original creature’s personality remain. Soulbound dolls can serve as companions, surrogate children, servants, guards, and sentries, as desired by their creators. Creators of soulbound dolls typically take care to take soul fragments from people whose personality traits the crafters wish to see in their dolls.
N (but see below) Tiny
Init +6; Senses 60 ft., ; Perception +3
DEFENSE
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 19 (3d10+3)
Fort +1, Ref +3, Will +1
2/magic;
Weaknesses susceptible to mind-affecting effects
OFFENSE
Speed 20 ft.
Melee dagger +3 (1d2–2/19–20)
Space 2-1/2 ft.; Reach 0 ft.
(CL 3rd, concentration +2)
3/day—light, mage hand, open/close, prestidigitation
1/day—levitate, one additional ability dependent on alignment
STATISTICS
Str 7, Dex 14, Con —, Int 11, Wis 10, Cha 9
Base Atk +3; +3; CMD 11
Feats Improved Initiative, Toughness
Skills Perception +3, Stealth +13
Languages Common
SQ alignment variation, soul focus
ECOLOGY
Environment any
Organization solitary, pair, or family (3–12)
Treasure standard
SPECIAL ABILITIES
Alignment Variation (Ex) Soulbound dolls are at least partially neutral in alignment, although they can also be chaotic, evil, good, or lawful. They have an alignment-dependent spell-like ability usable once per day as listed below.
• Chaotic Neutral: rage
• Lawful Neutral: suggestion (DC 12)
• Neutral: deep slumber (DC 12)
• Neutral Evil: inflict serious wounds (DC 12)
• Neutral Good: heroism
Susceptible to Mind-Affecting Effects (Ex) The weakened conviction of a soulbound doll’s soul makes it susceptible to mind-affecting effects, despite the fact that it is a construct.
Soul Focus (Su) The soul bound to the doll lives within a focus integrated into the doll or its apparel, typically one of the doll’s eyes or a gem embedded into its neck or chest. As long as this soul focus remains intact, it can be used to animate another doll, using the same cost as creating a new construct. Once bound into the soul focus, the soul continues to learn, and so if later it is put into a new doll body, the soul retains its personality and memories from its previous body or bodies. A soul focus has hardness 8, 12 hit points, and a break DC of 20.
Caryatid Column
With its feet planted firmly together, this marble statue of a female warrior holding a stone sword rises up to support the ceiling.
Caryatid columns are the lesser cousins of true golems, constructs created by spellcasters to guard objects or areas. Unlike true golems, caryatid columns cannot be made into shield guardians, but they are often used in greater numbers because of their relatively inexpensive creation cost. Each caryatid column is programmed to guard an object or area when created, and once set, this command cannot be changed. Caryatid columns are often given specific parameters concerning whom to ignore and whom to attack, but since they have no special form of detection, such restrictions can be overcome with disguises if the parameters are known. A caryatid column stands 7 feet tall and weighs 1,500 pounds. Caryatid columns are always equipped with a masterwork weapon that appears to be made out of stone as long as the construct remains in statue form. The weapon can be recovered after a caryatid column has been defeated. Arming a caryatid column with magical weapons is expensive but feasible—even the most powerful of magic weapons appear as nothing more than stone when held by a caryatid column. Since a weapon held in this manner does not radiate magic, many use this trait as a method to hide potent or powerful weapons from both casual observation and study via detect magic. True seeing reveals such disguised weapons for what they really are. Often, only particularly powerful caryatid columns (typically those with advanced Hit Dice, but rarely those made much larger than Medium size) are entrusted with the care and protection of such weapons. Of course, the constructs themselves make full use of any magic weapons they are given to guard.
N Medium
Init –1; Senses 60 ft., ; Perception +0
DEFENSE
AC 14, touch 9, flat-footed 14 (–1 Dex, +5 natural)
hp 36 (3d10+20)
Fort +1, Ref +0, Will +1
Defensive Abilities shatter weapons; 5/—; , magic
OFFENSE
Speed 20 ft.
Melee mwk longsword +8 (1d8+4/19–20)
STATISTICS
Str 18, Dex 9, Con —, Int —, Wis 11, Cha 1
Base Atk +3; +7; CMD 16 (can’t be disarmed)
SQ statue
ECOLOGY
Environment any
Organization solitary, pair, or colonnade (6–11)
Treasure standard (masterwork longsword, other treasure)
SPECIAL ABILITIES
Immunity to Magic (Ex) A caryatid column is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
• A transmute rock to mud spell deals 1d6 points of damage per caster level to a caryatid column, with no saving throw.
• Transmute mud to rock immediately heals any and all damage currently suffered by a caryatid column.
• A stone to flesh spell does not actually change the column’s structure but negates its damage reduction and immunity to magic for 1 round.
Shatter Weapons (Ex) Whenever a character strikes a caryatid column with a weapon (magical or nonmagical), the weapon takes 3d6 points of damage. Apply the weapon’s hardness normally. Weapons that take any amount of damage in excess of their hardness gain the broken quality.
Statue (Ex) A caryatid column can stand perfectly still, emulating a statue (usually one that is holding up the ceiling, like a carved column). An observer must succeed at a DC 20 Perception check to notice the caryatid column is alive. If a caryatid column initiates combat from this pose, it gains a +6 bonus on its initiative check.
Guardian Scroll
This innocuous-looking scroll flits about with serpentine grace, baring its razor-sharp edges.
Guardian scrolls are deceptive constructs created from enchanted paper or papyrus, designed to protect the lairs, libraries, and sacred texts of magical practitioners. When an intruder enters a proscribed area or touches a prohibited object without first speaking a password or otherwise signaling permission to enter, the guardian scroll attacks. At rest, guardian scrolls appear identical to any number of different types of magical or nonmagical scrolls. When a guardian scroll becomes active, it rises in the air and unfurls to a length of almost 4 feet. It wafts through the air with casual ease as it approaches its target. When it attacks, it stiffens its edges, making them blade-sharp. It races past its target and draws its entire length across any exposed flesh, leaving a long, deep, and painful slash that bleeds badly afterward. This is not the scroll’s only means of attack, however. It can also wrap itself around a Medium or smaller creature in the blink of an eye, constricting it. While the strength of its constriction is not as intense as that of a giant snake, the guardian scroll is intelligent enough to strategically wrap itself around the face of its target to blind and asphyxiate the creature.
N Tiny
Init +2; Senses 60 ft., ; Perception +0
DEFENSE
AC 15, touch 15, flat-footed 12 (+2 Dex, +1 dodge, +2 size)
hp 27 (5d10)
Fort +1, Ref +5, Will +1
5/magic; bludgeoning, crushing, and falling damage,
Weaknesses susceptible to mind-affecting effects, to fire
OFFENSE
Speed 10 ft., 40 ft. (perfect)
Melee slice +9 (1d4+3 plus 1d2 bleed and )
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks (1d2), (1d4+3), grab (Medium), smothering wrap
STATISTICS
Str 14, Dex 15, Con —, Int 4, Wis 10, Cha 12
Base Atk +5; +5 (+9 grapple); CMD 18
Feats Dodge, Flyby Attack, Lightning Reflexes
Skills Acrobatics +4, Fly +20
Languages Common (can’t speak)
ECOLOGY
Environment any
Organization solitary, pair, or collection (3–6)
Treasure none
SPECIAL ABILITIES
Smothering Wrap (Ex) When a guardian scroll grapples a creature, it entirely covers its opponent’s head with an airtight grip. A creature grappled by the scroll cannot see, speak, or cast spells with verbal components, and it must . Creatures that don’t speak or breathe through their heads aren’t affected in this manner, nor are those blinded who can see through other means. Any attacks targeting a guardian scroll while it’s grappling deal half damage to the scroll and the other half to the grappled creature.
Susceptible to Mind-Affecting Effects (Ex) As an intelligent construct, a guardian scroll is subject to mind-affecting effects.
Necrophidius
The soft scrape of bone reveals the long, sinuous skeleton of a large snake, its head a humanoid skull with a snake’s jaws.
Despite its sinister appearance, the snake-like necrophidius is not an undead creature. Rather, it is a magical construct built from the skeleton of a giant snake and then mounted with the skull of a humanoid creature. Fangs are cemented into the jaws of the skull, after which the entire creation can be brought to life by a series of obscure and expensive rituals—these rituals are traditionally well guarded by those who discover them. As a mindless construct that requires neither food nor sleep, a necrophidius makes an excellent guardian, and its innate stealth allows it to slip up on the unwary undetected. In certain areas, the necrophidius is commonly employed as an assassin, able to disable its quarries with its dance of death or paralyzing bite before disposing of them in a gruesome manner—as long as the assassination doesn’t require any particular intelligence to carry out. Particularly macabre creators might even construct the creature from the skull of a friend or loved one of the intended victim in order to magnify the horror of the assassination, leaving much of the flesh on the skull so the victim can recognize its source. This flesh rots eventually—only freshly crafted necrophidiuses have this grisly feature (although regular applications of gentle repose spells can keep such a morbid decoration fresh for a much longer period of time). Although a necrophidius is mindless, it can follow the simple commands of its creator. These can include commands to lie dormant until some specific condition is met or to follow and kill an indicated target to the exclusion of all other activities. A typical necrophidius is 10 feet long and weighs 200 pounds.
N Medium
Init +3; Senses 60 ft., ; Perception +0
DEFENSE
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 36 (3d10+20)
Fort +1, Ref +4, Will +1
5/bludgeoning;
OFFENSE
Speed 30 ft.
Melee bite +6 (1d8+4 plus paralysis)
Special Attacks dance of death
STATISTICS
Str 16, Dex 17, Con —, Int —, Wis 11, Cha 1
Base Atk +3; +6; CMD 19 (can’t be tripped)
Skills Stealth +15
Racial Modifiers +12 Stealth
ECOLOGY
Environment any
Organization solitary or coil (2–6)
Treasure none
SPECIAL ABILITIES
Dance of Death (Ex) A necrophidius can entrance opponents by swaying back and forth as a full-round action. All creatures within 30 feet who can see the necrophidius when it uses its dance of death must succeed on a DC 15 Will save or be dazed for 2d4 rounds. This is a mind-affecting effect. The save DC is Constitution-based and includes a +4 racial bonus.
Paralysis (Su) Any living creature that is bitten by a necrophidius must succeed on a DC 13 Fortitude save or be paralyzed for 1d4 rounds. The save DC is Constitution-based and includes a +2 racial bonus.
Scarecrow
It suddenly becomes clear that this is no ordinary pumpkin-headed scarecrow when its eyes glow and it comes to jerky life.
Animated scarecrows look just like mundane scarecrows until they come to life, at which point their eyes and mouths glow with fiery light. Scarecrows are usually created as guardians to warn away trespassers. Each scarecrow is unique, but most stand 5 to 6 feet tall and are made of wood, cloth, and rope. Their stuffing of dried grass or straw makes them vulnerable to fire. A scarecrow cannot speak, and the only sound it makes is the creaking of its wooden frame and the rustling of its straw stuffing when it moves. In combat, a scarecrow uses its fascinating gaze, then chooses the largest foe to pummel with its slams. Although unintelligent, the scarecrow does not ignore other enemies, using its fear touch to cow them until the scarecrow kills its first target. A scarecrow usually does not pursue fleeing foes unless specifically commanded to do so by its creator.
N Medium
Init +0; Senses 60 ft., ; Perception +0
DEFENSE
AC 16, touch 10, flat-footed 16 (+6 natural)
hp 47 (5d10+20)
Fort +1, Ref +1, Will +1
cold,
Weaknesses to fire
OFFENSE
Speed 20 ft.
Melee 2 slams +8 (1d8+3 plus fear)
Special Attacks fascinating
STATISTICS
Str 16, Dex 10, Con —, Int —, Wis 11, Cha 14
Base Atk +5; +8; CMD 18
SQ
ECOLOGY
Environment any land
Organization solitary, pair, or gang (3–6)
Treasure none
SPECIAL ABILITIES
Fascinating Gaze (Su) Target is fascinated, 30 feet, Will DC 14 negates. Fascination lasts as long as the scarecrow remains within 300 feet of the fascinated creature. The approach or animation of the scarecrow does not count as an obvious threat to the victim of this particular fascination effect (although the scarecrow’s attack does count as an obvious threat and ends the fascination immediately). This is a mind-affecting effect. The save DC is Charisma-based.
Fear (Su) A scarecrow’s touch infuses its target with overwhelming waves of fear. If the victim fails a DC 14 Will save, she cowers and can take no actions other than attempting a new DC 14 Will save at the end of the following round (and each round thereafter) to end this fear. A successful first save leaves the victim shaken for 1 round. This is a mind-affecting fear effect. The save DC is Charisma-based.
Graven Guardian
This jackal-headed, brightly painted clay statue animates and lurches forward, hefting a wickedly hooked sword.
Graven guardians are human-sized constructs of clay, stone, wood, or similar materials, crafted and painted to resemble a deity or a deity’s favored servants. When not in motion, a graven guardian appears identical to a temple or crypt’s statue, but while active, graven guardians look extremely lifelike. Graven guardians are inexorably tied to a specific deity’s faith. While unintelligent and thus lacking any real personality, a graven guardian has the ability to recognize fellow worshipers or minions of its deity and does not treat them as enemies unless they first attack. This recognition does not extend so far as to allow these worshipers (or those cunningly disguised as worshipers) to give a graven guardian new orders. As with all constructs, a graven guardian follows only the orders of its creator.
GUARDIAN DOMAINS
Each graven guardian gains a special ability from two domains assigned during construction. Save DCs for these abilities are Wisdom-based (DC 14 for most guardians). Caster level for these abilities is equal to the graven guardian’s Hit Dice (CL 6th for most graven guardians).
N Medium
Init +2; Senses 60 ft., ; Perception +1
DEFENSE
AC 20, touch 12, flat-footed 18 (+2 Dex, +8 natural)
hp 53 (6d10+20); 2
Fort +2, Ref +4, Will +3
5/adamantine; ; 16
Weaknesses faith bound
OFFENSE
Speed 40 ft.
Melee +1 keen scimitar +10/+5 (1d6+5/15–20 plus bleed) or slam +9 (1d6+4)
Special Attacks 2, magic weapon, rest eternal
(CL 6th; concentration +0)
1/day—haste (self only)
STATISTICS
Str 16, Dex 15, Con —, Int —, Wis 12, Cha 1
Base Atk +6; +9; CMD 21
SQ guardian domains (Death, Repose)
ECOLOGY
Environment any land
Organization solitary, band (2–4), or assembly (5–12)
Treasure incidental (masterwork scimitar, other treasure)
SPECIAL ABILITIES
Faith Bound (Su) A graven guardian cannot attack any creature that openly wears or displays the holy or unholy symbol of the deity to which the graven guardian is dedicated unless that creature first attacks the graven guardian.
Magic Weapon (Su) A graven guardian that carries its deity’s favored weapon treats that weapon as a +1 weapon as long as it is wielded by the guardian. If the weapon is a melee weapon, it gains the keen weapon special ability (even if the weapon is a bludgeoning weapon). If it is a thrown weapon, it gains the returning weapon special ability. If it is a ranged weapon, it gains the seeking weapon special ability, and generates new ammunition with each attack (this ammunition is destroyed whether or not it hits).
Air: Flight (Su)—The graven guardian gains a fly speed equal to its base speed with average maneuverability and a Fly skill of +6 (this includes a +4 racial bonus).
Animal: Beast Ward (Su)—Animals must make a Will save before they can attack the graven guardian. Any attack on an animal (but not its allies) by the graven guardian breaks this protection. Once the animal makes this Will save, it need not save again against that particular graven guardian on subsequent attacks.
Artifice: Repair (Ex)—The graven guardian’s fast healing increases to 5.
Chaos: Chaotic Weapons (Su)—The graven guardian’s weapon and slam attacks are treated as chaotic-aligned. Its magic weapon deals +1d6 points of damage to lawful targets.
Charm: Command (Su)—The graven guardian can cast command three times per day as a spell-like ability.
Community: Alliance (Su)—Adjacent worshipers and graven guardians dedicated to the same god gain a +1 luck bonus on attack rolls, weapon damage rolls, and saves.
Darkness: Darkness (Su)—The graven guardian can cast darkness two times per day as a spell-like ability.
Death: Bleed (Ex)—The graven guardian’s weapon deals 2 points of bleed damage on a hit.
Destruction: Shatter (Ex)—The graven guardian can cast shatter two times per day as a spell-like ability.
Earth: Rocky (Ex)—The graven guardian’s natural armor bonus increases by +2.
Evil: Evil Weapons (Su)—The graven guardian’s weapon and slam attacks are treated as evil-aligned. Its magic weapon deals +1d6 points of damage to good targets.
Fire: Flaming (Su)—The graven guardian’s weapon gains the flaming property.
Glory: Glorious (Su)—The graven guardian’s magic weapon and slam attack deal an additional 1d6 points of damage against undead creatures.
Good: Good Weapons (Su)—The graven guardian’s weapon and slam attacks are treated as good-aligned. Its magic weapon deals +1d6 points of damage to evil targets.
Healing: Recovery (Su)—Once per day, when reduced below half hit points, the graven guardian automatically heals 3d10+6 points of damage.
Knowledge: Familiarity (Su)—The graven guardian gains a +2 bonus on attack rolls again any creature it attacked in the past round.
Law: Lawful Weapons (Su)—The graven guardian’s weapons and slam attacks are treated as lawful-aligned. Its magic weapon deals +1d6 points of damage to chaotic targets.
Liberation: Unfettered (Su)—The graven guardian gains a +4 bonus to its CMD.
Luck: Lucky (Su)—Once per day, the graven guardian may roll a saving throw twice and take the better of the two results as the actual result.
Madness: Confusion (Su)—The graven guardian can cast confusion once per day as a spell-like ability.
Magic: Resistant (Su)—The graven guardian’s SR increases by 5.
Nobility: Honored (Su)—The graven guardian gains a +1 bonus on attack rolls and combat maneuver checks.
Plant: Entangle (Su)—The graven guardian can cast entangle three times per day as a spell-like ability.
Protection: Protected (Su)—The graven guardian gains a +2 bonus on all saves.
Repose: Rest Eternal (Su)— Damage dealt by the graven guardian resists any magical healing. Attempting to use magical healing to cure this damage requires a successful caster level check against the guardian’s SR. This ability does not affect natural healing or healing provided by extraordinary abilities.
Rune: Rune Carved (Su)—Runes cover the graven guardian. Whenever the graven guardian takes energy damage or energy damage fails to overcome its SR, for the next round, its attacks deal +1d6 points of damage of that energy type. If more than one type of energy attack occurs in a round, roll randomly to determine what kind of extra energy damage it deals.
Strength: Powerful (Ex)—The graven guardian gains Power Attack as a bonus feat.
Sun: Dazzling (Su)—When the graven guardian scores a critical hit with its magic weapon, a bright flash blinds the target for 1d4 rounds (Fortitude save negates).
Travel: Speedy (Su)—The guardian gains Mobility as a bonus feat, and all of its modes of movement increase by +10 feet.
Trickery: Trip (Su)—The graven guardian gains the trip ability with its melee weapon and slam attacks.
War: Enhanced (Su)—The enhancement bonus of the graven guardian’s weapon increases to +2.
Water: Swimmer (Ex)—The guardian gains a swim speed equal to its base speed, and a Swim skill of +11.
Weather: Shocking Weapon (Su)—The graven guardian’s weapon gains the shock special ability.
Skinstitch
This hulking thing is a patchwork of rotten cloth and grotesque skin, with stray bits of straw poking out the seams.
A skinstitch is a crude construct made of cloth, leather, hides, and skins sewn together into a roughly ogre-like shape and stuffed with hay. Skinstitches are usually created by a spellcaster lacking the power, talent, or gold to craft a flesh golem. A skinstitch’s stuffing juts out of gaps in the sewing and the mouths and eye-holes of its component faces, giving it a horrifying, ragged look. Swarms of vermin and other creatures often find refuge within the straw, and the magic of this construct grants swarms nesting within its body amazing regenerative powers. Despite its appearance, a skinstitch is strong, tough, and agile, though its components make it susceptible to fire.
N Large
Init +0; Senses 60 ft., ; Perception +0
DEFENSE
AC 16, touch 9, flat-footed 16 (+7 natural, –1 size)
hp 52 (4d10+30)
Fort +1, Ref +1, Will +1
5/slashing; ; cold 10, electricity 10
Weaknesses to fire
OFFENSE
Speed 30 ft.
Melee longsword +7 (2d6+4/19–20), slam +2 (2d6+4)
Space 10 ft.; Reach 10 ft.
STATISTICS
Str 19, Dex 10, Con —, Int —, Wis 11, Cha 1
Base Atk +4; +9; CMD 19
SQ nest, repair
ECOLOGY
Environment any land
Organization solitary, hive (1 plus 1 swarm), or gang (2–4)
Treasure none
SPECIAL ABILITIES
Nest (Su) A skinstitch’s body is a haven for a swarm of snakes, spiders, and wasps. Any swarm that shares a space with a skinstitch gains fast healing equal to the swarm’s Hit Dice.
Repair (Ex) A skinstitch can repair itself by sewing additional fabric, leather, or hide to its body. Doing so requires at least 1 square foot of material and a full-round action, which restores 1 hit point to the skinstitch.
Cutlass Spider
This spiderlike creature seems to be made entirely out of weapons and splintered planks, its legs ending in curved blades.
Named for their association with mages in the service of privateer crews and pirate lords, cutlass spiders serve their creators as enforcers, bodyguards, and occasionally assassins. They are 8 feet long and weigh 1,500 pounds.
N Large
Init +3; Senses 60 ft., ; Perception +0
DEFENSE
AC 19, touch 12, flat-footed 16 (+3 Dex, +7 natural, –1 size)
hp 74 (8d10+30)
Fort +2, Ref +5, Will +2
Defensive Abilities all-around vision
5/adamantine;
OFFENSE
Speed 30 ft., 30 ft.
Melee bite +12 (1d8+5), 2 claws +12 (1d8+5)
Space 10 ft.; Reach 10 ft.
Special Attacks collapse, weapon thief
STATISTICS
Str 20, Dex 16, Con —, Int —, Wis 11, Cha 1
Base Atk +8; +14 (+16 disarm); CMD 27 (29 vs. disarm)
Feats Improved Disarm, Power Attack
Skills Climb +13, Stealth –1 (+7 when collapsed)
Racial Modifiers +8 Stealth when collapsed
SQ shared enhancement
ECOLOGY
Environment any
Organization solitary
Treasure incidental
SPECIAL ABILITIES
Collapse (Su) As a standard action, a cutlass spider can fall into a heap of blades and parts. Any creature occupying a square adjacent to a cutlass spider when it collapses must succeed at a DC 17 Reflex save or take 2d6+5 points of slashing and piercing damage. While collapsed, a cutlass spider is considered prone and can take no action other than to reform itself as a standard action. The save DC is Dexterity-based.
Shared Enhancement (Su) Should a cutlass spider have a magical weapon incorporated into its body (either given to it by its creator or stolen via its weapon thief ability), it applies the weapon’s enhancement bonus and special abilities to all of its natural attacks. The construct benefits from the abilities of only the highest-value magical weapon incorporated into its body. For example, a cutlass spider that incorporates a +1 flaming short sword gains a +1 enhancement bonus and the effects of the flaming special ability on its claw and bite attacks. Should it later acquire a +3 holy quarterstaff, the effects of the short sword are replaced, and its claws and bite gain a +3 enhancement bonus and the holy special ability.
Weapon Thief (Ex) A cutlass spider that disarms an opponent incorporates the disarmed weapon into its body. The weapon cannot be retrieved until the cutlass spider is destroyed.
Terra-Cotta Soldier
This perfectly sculpted, finely detailed, life-sized clay figure has a look of fierce determination and a sword clenched in each hand.
A terra-cotta soldier is crafted from clay and fired into ceramic, and is usually sculpted to resemble an armored human soldier, although terra-cotta soldiers resembling other races, such as hobgoblins, tengus, or even demons and oni, are also common. Terra-cotta soldiers are often created to guard the tomb of powerful rulers, standing in silent ranks to guard their liege even after his or her death. These soldiers stand vigil for centuries, animating only to defend the tomb and its riches from tomb robbers. Terra-cotta soldiers are typically painted with colored lacquer, though this decoration is often worn away from use or faded with age. A terra-cotta soldier stands 6 feet tall and weighs 600 pounds. Unlike most constructs, a terra-cotta soldier carries within its form a spark of intelligence. This is hardly enough to grant the construct the ability to speak or otherwise engage in free will, but it is enough for it to carry out more complex tactics than most constructs are capable of.
It’s not unusual for a terra-cotta soldier to possess different feats or use different weapons. Two relatively common variants are summarized below.
Terra-Cotta Archer (+0 CR): Terra-cotta archers are simply terra-cotta soldiers outfitted with composite longbows. Terra-cotta archers have Improved Initiative, Point-Blank Shot, Precise Shot, and Weapon Focus (longbow) as feats.
Terra-Cotta Horseman (+1 CR): Some terra-cotta soldiers are crafted to resemble warriors mounted on terra-cotta horses, though rider and mount are one creature. Terra-cotta horsemen are Large terra-cotta soldiers with 10 racial Hit Dice and the trample and undersized weapons special abilities. Terra-cotta horsemen are usually outfitted with lances instead of swords, and have Improved Bull Rush, Improved Initiative, Improved Overrun, Power Attack, and Weapon Focus (lance) as feats.
N Medium
Init +7; Senses 60 ft., ; Perception +8
DEFENSE
AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
hp 64 (8d10+20)
Fort +2, Ref +5, Will +2
5/bludgeoning; , fire; 17
OFFENSE
Speed 30 ft.
Melee longsword +10/+5 (1d8+3/19–20), short sword +10 (1d6+1/19–20) or 2 slams +11 (1d6+3)
Special Attacks keen weapons, rank fighting
STATISTICS
Str 16, Dex 16, Con —, Int 1, Wis 11, Cha 1
Base Atk +8; +11; CMD 24
Feats Improved Initiative, Two-Weapon Fighting, Weapon Focus (longsword, shortsword)
Skills Perception +8
ECOLOGY
Environment any
Organization solitary, troop (3–12), or army (13+)
Treasure incidental (longsword, short sword, other treasure)
SPECIAL ABILITIES
Keen Weapons (Su) After it has engaged in at least 1 round of combat, a terra-cotta soldier’s weapons automatically gain the benefits of keen weapon (CL 6th). This effect persists until the end of the battle.
Rank Fighting (Ex) Whenever a terra-cotta soldier is adjacent to another terra-cotta soldier, it gains a +2 dodge bonus to its AC and a +2 bonus on saving throws, attack rolls, and damage rolls.
Soulbound Mannequin
This strange construct is shaped like a masked humanoid made of wood and porcelain.
A soulbound mannequin is a human-sized improvement on the soulbound doll. The binding process is sophisticated enough to leave much of the soul’s personality intact. Most are crafted to allow a faithful servant to remain with a prestigious family or to allow a dying loved one to remain among the living in a limited way. Because the mannequin’s face is expressionless and its voice has little inflection, it carries several masks that it uses to convey emotions. It often serves its creator as a bodyguard, companion, servant, sentry, or even paramour.
N (but see below) Medium
Init +7; Senses 60 ft., ; Perception +10
DEFENSE
AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
hp 85 (10d10+30)
Fort +3, Ref +6, Will +3
5/magic;
Weaknesses susceptible to mind-affecting effects
OFFENSE
Speed 30 ft.
Melee 2 claws +15 (1d8+4 plus )
Special Attacks (1d8+4)
(CL 10th; concentration +9)
At will—detect poison, light, mage hand, open/close, prestidigitation
3/day—alarm, feather fall, hold portal
1/day—disguise self (see below), levitate, one additional ability based on alignment (see below)
STATISTICS
Str 18, Dex 16, Con —, Int 11, Wis 10, Cha 9
Base Atk +10; +14 (+18 grapple); CMD 27
Feats Improved Initiative, Martial Weapon Proficiency (any one), Throw Anything, Toughness, Weapon Focus (claw)
Skills Intimidate +9, Perception +10
Languages Common
SQ alignment variation, soul focus
ECOLOGY
Environment any land
Organization solitary, pair, or family (3–12)
Treasure standard
SPECIAL ABILITIES
Alignment Variation (Ex) Soulbound mannequins are at least partially neutral in alignment, although they can also be chaotic, evil, good, or lawful. They have an alignment-dependent spell-like ability usable once per day as listed below.
• Chaotic Neutral: confusion (DC 13)
• Lawful Neutral: fear (DC 13)
• Neutral: hold monster (DC 13)
• Neutral Evil: enervation
• Neutral Good: greater invisibility
Disguise Self (Sp) The soulbound mannequin can only disguise itself as the living person it used to be at approximately the age it was when its soul was used to make the mannequin (this allows it to take the appearance of another creature type).
Soul Focus (Su) The soul bound to the mannequin lives within a focus integrated into the doll or its apparel, typically a carved mask. As long as this soul focus remains intact, it can be used to animate another mannequin, at the same cost as creating a new soulbound mannequin. The new mannequin retains its personality and memories. A soul focus has hardness 8, 12 hit points, and a break DC of 20.
Susceptible to Mind-Affecting Effects (Ex) Unlike most constructs, a soulbound mannequin is not immune to mind-affecting effects.
Tupilaq
This small humanoid figure grinds and clatters as it moves, its body carved from bones decorated with fine scrimshaw.
Tupilaqs are small constructs crafted out of whale bones and whale teeth for the sole purpose of murdering the creator’s enemies. A tupilaq’s appearance can vary based on its construction, but all have prominent jaws and a small body with hands and feet fit for swimming. A tupilaq usually stands 3 feet tall and weighs only 30 pounds. Tupilaqs must be created in secrecy—if any other person discovers the tupilaq is being created, the attempt to build the construct immediately fails. As part of its creation, the creator invites or lures a host spirit to possess the tupilaq. Most often, the animus of a tupilaq is that of a dead child or other small humanoid, and the parity of size between the new vessel and the spirit’s previous body is what gives the creature a speed and agility on land and in water that is atypical for most constructs. This trapped spirit is also what makes a tupilaq so savage and murderous.
N Small
Init +4; Senses 60 ft., ; Perception +0
DEFENSE
AC 20, touch 15, flat-footed 16 (+4 Dex, +5 natural, +1 size)
hp 59 (9d10+10)
Fort +3, Ref +7, Will +3
10/bludgeoning;
OFFENSE
Speed 30 ft., 60 ft.
Melee bite +15 (1d8+10/19–20 plus ), 2 claws +15 (1d4+5)
Special Attacks seek target, shearing jaws
(CL 7th; concentration +4)
3/day—invisibility
STATISTICS
Str 21, Dex 18, Con —, Int —, Wis 11, Cha 5
Base Atk +9; +13 (+17 grapple); CMD 27
Skills Swim +13
SQ scrimshaw magic
ECOLOGY
Environment any
Organization solitary
Treasure none
SPECIAL ABILITIES
Scrimshaw Magic (Sp) When a tupilaq is created, its creator can inscribe a single spell he knows (as long as that spell is no higher than 2nd level and requires no material components) into the tupilaq as a complex scrimshaw design. The tupilaq gains the ability to use that spell as a spelllike ability (CL 7th) three times per day. The tupilaq’s creator can inscribe a new spell onto the tupilaq if he wishes, replacing the previous scrimshaw. Inscribing a new scrimshaw requires 24 hours of work and an expenditure of 500gp in materials. The tupilaq presented here utilizes invisibility in this manner. Erase can destroy a tupilaq’s scrimshaw if it fails a Fortitude save against the spell. If a tupilaq’s scrimshaw is removed in this manner, it loses access to the spell as a spell-like ability, and seeks out its creator to attack and kill him. The tupilaq’s creator becomes the target of the tupilaq’s seek target ability in this case. If a tupilaq’s creator is already dead, the tupilaq instead seeks out the nearest living creature and attacks this new target on sight, continuing this spree of murder until it is itself destroyed.
Seek Target (Su) A tupilaq’s creator can place a drop of blood, lock of hair, or other portion of a creature’s body in the tupilaq’s maw as a standard action. From that point on, the tupilaq constantly knows what direction that creature is located in, and gains a +20 insight bonus on all Perception checks made to locate the creature. A new target cannot be assigned to a tupilaq in this manner until its previous target is dead.
Shearing Jaws (Ex) All tupilaqs are crafted with oversized jaws capable of tearing and pulling. A tupilaq applies twice its Strength modifier to damage with a successful bite attack and threatens a critical hit on a roll of 19–20. A tupilaq is treated as Large for all checks made to move a grappled opponent.
Cephalophore
Holding its own severed head in its hands, this tall marble statue looms stern and forbidding over its domain.
These construct guardians appear to be looming statues of decapitated humanoids, their severed heads held aloft in a gruesome warning or cradled in their hands like a precious prize. To benign passersby, these marble constructs remain inert, their stone gazes producing only an unnerving sense of watchfulness. However, those who attempt to raid or desecrate a cephalophore’s holy site quickly find that the seemingly immovable statue is anything but. Consequently, many adventurers and tomb raiders have come to see cephalophores as good omens, for when one finds a cephalophore, a dangerous and treasure-filled ruin—hopefully still unlooted—is surely not far away. Each cephalophore was constructed to stand guard over a single location, typically a tomb or temple. The ravages of time do little to diminish the single-minded dedication of these creatures, but the sacred edifices to which they are bound seldom stand so firmly against the ages. Thus, cephalophores are often found amid ruins or deep in the wilderness, standing vigilant guard over a site long forgotten by mortal society. Many cephalophores lie buried beneath sandy dunes, overgrown by unchecked jungle foliage, or entombed within collapsed caverns. A typical cephalophore stands 10 to 15 feet tall and weighs 4,000 pounds. Cephalophores are made of solid marble, which makes attacking them with standard weaponry inefficient at best.
N Large
Init +2; Senses 60 ft., ; Perception +1
DEFENSE
AC 23, touch 11, flat-footed 21 (+2 Dex, +12 natural, –1 size)
hp 96 (12d10+30)
Fort +4, Ref +6, Will +5
Defensive Abilities shatter weapon; ; 20
OFFENSE
Speed 20 ft.
Melee 2 slams +18 (2d6+7 plus dazing strike)
Space 10 ft.; Reach 10 ft.
Special Attacks dazing
STATISTICS
Str 25, Dex 14, Con —, Int —, Wis 12, Cha 1
Base Atk +12; +20; CMD 32
SQ shatter weapon, statue form
ECOLOGY
Environment any
Organization solitary or pair
Treasure none
SPECIAL ABILITIES
Dazing Gaze (Su) A cephalophore can make a gaze attack that affects all seeing creatures within a 60-foot radius. These creatures must succeed at a DC 16 Will save or be stunned for 1 round. Creatures that successfully save are instead sickened for 1 round. This is a mind-affecting fear effect, and the save DC is Wisdom-based.
Dazing Strike (Su) A creature struck by the cephalophore’s slam attack must succeed at a DC 16 Will save or be dazed for 1 round. Those who save are instead sickened for 1 round. This is a mind affecting fear effect, and the save DC is Wisdom-based.
Shatter Weapon (Ex) When a character strikes a cephalophore with a weapon, the weapon takes 3d6 points of damage (apply its hardness normally). A weapon that takes damage in excess of its hardness gains the broken condition.
Statue Form (Ex) If a cephalophore stands perfectly still, it is indistinguishable from a normal statue. An observer must succeed at a DC 20 Perception check to notice the cephalophore is alive. If a cephalophore initiates combat from this pose, it gains a +6 bonus on its initiative check.
Cryptguard
This elegantly sculpted marble statue depicts a winged woman dressed in flowing robes, but with a raven’s skull for a head.
Cryptguards act as a first line of defense against the menace of the dead rising from their graves. Cryptguards stand ever-vigilant in tombs, graveyards, and sepulchers, ensuring that the bodies and souls of the departed do not return to unlife to menace the living. Cryptguards stand over 7 feet tall and weigh approximately 1,000 pounds.
N Medium
Init +3; Senses 60 ft., ; Perception +1
Aura consecration (30 ft., DC 12)
DEFENSE
AC 23, touch 13, flat-footed 20 (+3 Dex, +10 natural)
hp 111 (14d10+34)
Fort +4, Ref +7, Will +5
10/adamantine;
OFFENSE
Speed 30 ft.
Melee 2 slams +21 (2d6+10)
Special Attacks sanctification
STATISTICS
Str 25, Dex 17, Con —, Int —, Wis 12, Cha 1
Base Atk +14; +21; CMD 34
Feats Toughness
Skills Perception +1, Stealth +0 (+8 when freezing)
Racial Modifiers +8 Stealth when freezing
SQ (statue), powerful blows (slam), spirit touch
ECOLOGY
Environment any
Organization solitary, pair, or gang (3–6)
Treasure none
SPECIAL ABILITIES
Consecration Aura (Su) Cryptguards emit a 30-foot aura of consecration. Undead cannot be summoned or created within this area, and existing undead take a –2 penalty on attack rolls, damage rolls, and saving throws within this area. Additionally, the DC to resist positive channeled energy in the area increases by 2, which stacks with the effects from the consecration auras of other cryptguards to a maximum increase of 6.
Sanctification (Su) A corporeal creature slain by a cryptguard cannot be transformed into an undead creature unless the body is allowed to lie in state for a minimum of 24 hours in an area under the effects of a desecrate or an unhallow spell. If an undead creature destroyed by a cryptguard has an ability that allows it to reform (such as a ghost’s rejuvenation or a vampire’s incapacitation), this reformation is delayed by a number of days equal to the cryptguard’s Hit Dice (14 days for the typical cryptguard).
Spirit Touch (Su) A cryptguard’s slam attacks have the ghost touch weapon special ability.
Tophet
A distended metal maw filled with blunt, sculpted teeth stretches across the upper portion of this rotund iron effigy.
Known in some lands as furnace guards or iron gluttons, tophets have long served in the palaces and prisons of tyrants as vigilant sentinels and dreaded punishments. Appearing as rotund iron statues, often bearing the caricatured visages of past kings or dishonored nobles, these constructs all possess yawning maws, capable of easily gobbling up smaller creatures. Upon consuming a victim, the animate statue becomes a walking prison, holding its victim within with little chance for escape. The iron statue can then return its victim to the proper cell, the feet of its lord, or any other fate its creator determines. In the most feared case, tophets capture or are fed prisoners, then wander out into the desert heat or even rivers of molten rock, where their interiors attain hellish temperatures, torturing and often outright killing those trapped within. Tophets are often assembled in groups of up to a dozen, where cruel rulers incarcerate traitors and other criminals. Mindless creatures capable only of obeying their masters’ whims, these unthinking constructs make incorruptible guardians and are endlessly loyal. Tophets stand 10 feet tall and weigh 3,000 pounds.
N Large
Init –1; Senses 60 ft., ; Perception +1
DEFENSE
AC 24, touch 8, flat-footed 24 (–1 Dex, +16 natural, –1 size)
hp 107 (14d10+30)
Fort +4, Ref +3, Will +5
5/adamantine; fire,
OFFENSE
Speed 20 ft.
Melee bite +21 (2d6+8 plus ), 2 slams +21 (1d6+8)
Space 10 ft.; Reach 5 ft.
Special Attacks (no damage [see below], AC 18, 40 hp), (2d6+12, DC 25)
STATISTICS
Str 26, Dex 8, Con —, Int —, Wis 12, Cha 1
Base Atk +14; +23 (+27 grapple); CMD 32 (36 vs. trip)
SQ conductive
ECOLOGY
Environment any
Organization solitary or prison (2–12)
Treasure incidental
SPECIAL ABILITIES
Conductive (Ex) Anytime a tophet is affected by an effect that deals fire damage, determine how much damage the construct would have taken if it were not immune to fire. Creatures currently swallowed whole by the construct take fire damage equal to half of this amount.
Swallow Whole (Ex) Once swallowed by a tophet, an opponent takes no damage, but is trapped inside the creature’s hollow interior. The construct’s maw locks down, preventing creatures from climbing back out. A creature can attempt to hack or smash its way out as normal, but a tophet’s stomach has hit points equal to one-tenth its actual hit points plus its bonus hit points for being a construct (totalling 40 hit points for most tophets). Alternatively, a swallowed creature can attempt to pick the lock on the iron hatch in the tophet’s stomach by making a DC 30 Disable Device check. If a creature exits by picking the lock, the tophet closes its hatch and can swallow whole again. These locks can also be picked from the outside, but only after the tophet is slain. A Large tophet’s belly can hold 1 Medium creature at a time.
Juggernaut
This oppressive construct rumbles forth on deadly rollers, crushing everything in its path.
Juggernauts protect locations dedicated to a particular faith, their massive forms infused with divine energy that animates them and infuses them with their deity’s power. Some faiths use a juggernaut as a mobile shrine, anointing it with sacred materials and offering prayers to the divine.
KEYED DOMAINS
A juggernaut gain special abilities from two domains granted by the deity to which the juggernaut is dedicated. If an ability requires a saving throw, the save DC is Wisdom-based (DC 19 for most juggernauts). The caster level is equal to the juggernaut’s Hit Dice (CL 15th for most juggernauts). The sample juggernaut is keyed to the domains of Death and War—a juggernaut dedicated to some other deity has abilities based on that deity’s domains.
N Gargantuan
Init +0; Senses 60 ft., ; Perception +4
DEFENSE
AC 26, touch 6, flat-footed 26 (+20 natural, –4 size)
hp 142 (15d10+60); 5
Fort +5, Ref +5, Will +9
10/adamantine; ; 22
Weaknesses faith-bound
OFFENSE
Speed 30 ft.
Melee slam +24 (4d6+19 plus wounding)
Space 20 ft.; Reach 5 ft.
Special Attacks soul-powered, vicious (8d6+38 plus wounding, DC 30)
(CL 15th; concentration +10)
3/day—enervation
STATISTICS
Str 36, Dex 11, Con —, Int —, Wis 18, Cha 1
Base Atk +15; +32; CMD 42 (can’t be tripped)
SQ keyed domains (Death, War), shrine
ECOLOGY
Environment any
Organization solitary
Treasure none
SPECIAL ABILITIES
Faith-Bound (Su) A juggernaut cannot attack any creature that openly wears or displays the holy symbol or unholy symbol of the deity to which the juggernaut is dedicated unless that creature first attacks the juggernaut.
Shrine (Ex) A juggernaut counts as a movable shrine for the deity or religion it is dedicated to.
Soul-Powered (Su) When a juggernaut kills a creature with at least 5 Hit Dice and an alignment two or more steps away from the juggernaut’s alignment, it gains a kill point. Add its current total kill points as a bonus on its attack rolls, combat maneuver checks, caster level checks, and skill checks. Add half its current total kill points as a bonus to its natural armor and spell resistance. The juggernaut loses 1 kill point every 24 hours.
Vicious Trample (Ex) A juggernaut’s massive rollers deal 8d6+38 points of damage on a successful trample attack.
Air: Whirlwind (Sp)—The juggernaut can cast whirlwind once per day.
Animal: Friendly Pack (Sp)—The juggernaut can cast summon nature’s ally IV (animals only) three times per day.
Artifice: Repair (Ex)—The juggernaut’s fast healing increases to 10.
Chaos: Chaotic Attacks (Su)—The juggernaut’s slam and vicious trample attacks are treated as chaotic-aligned. Its vicious trample deals an additional 2d6 points of damage to lawful targets.
Charm: Friendship (Sp)—The juggernaut can cast charm monster three times per day. A charmed creature follows the juggernaut and attacks what it attacks.
Community: Powerful Allies (Su)—All creatures within 60 feet of the juggernaut that share the juggernaut’s alignment gain a +1 sacred bonus on attack rolls and to AC, and a +2 sacred bonus on saving throws (these are profane bonuses if the juggernaut is evil).
Darkness: Deeper Darkness (Sp)—The juggernaut can cast deeper darkness three times per day.
Death: Lifesapper (Sp)—The juggernaut can cast enervation three times per day.
Destruction: Destructive Aura (Su)—The juggernaut can emit a 30-foot aura of destruction for 10 rounds per day. All attacks made against targets in the aura (including the juggernaut) gain a +2 morale bonus on damage rolls and all critical threats are automatically confirmed.
Earth: Tremorsense (Su)—The juggernaut gains tremorsense 60 feet.
Evil: Evil Attacks (Su)—The juggernaut’s slam and vicious trample attacks are treated as evil-aligned. Its vicious trample deals an additional 2d6 points of damage to good targets.
Fire: Flaming Burst (Su)—The juggernaut’s slam attack gains the flaming burst weapon special ability. Its vicious trample attack deals an additional 1d6 points of fire damage.
Glory: Grandeur (Su)—The juggernaut inspires all allies within 30 feet, granting them a +2 morale bonus on attack rolls, saving throws, and skill checks.
Good: Good Attacks (Su)—The juggernaut’s slam and vicious trample attacks are treated as good-aligned. Its vicious trample deals an additional 2d6 points of damage to evil targets.
Healing: Resurgence (Su)—Five times per day, the juggernaut can remove the dazed, fatigued, shaken, sickened, or staggered condition from an ally within 30 feet.
Knowledge: Absorb Thoughts (Su)—When the juggernaut confirms a critical hit with its slam, the target must succeed at a Will save or take 1d8 points of Intelligence damage.
Law: Lawful Attacks (Su)—The juggernaut’s slam and vicious trample are treated as lawful-aligned. Its vicious trample deals an additional 2d6 points of damage to chaotic targets.
Liberation: Broken Bonds (Su)—10 times per day a standard action, the juggernaut can affect one its allies within 20 feet with freedom of movement for 1 round.
Luck: Lucky (Su)—Twice per day, the juggernaut may reroll any d20 roll that it has just made before the results of the roll are revealed. The juggernaut must take the result of the reroll, even if it’s worse than the original roll.
Madness: Confusion (Sp)—The juggernaut can cast confusion three times per day.
Magic: Resistant (Su)—The juggernaut’s SR increases by 5.
Nobility: Inspirational (Sp)—The juggernaut can cast good hope three times per day.
Plant: Hedge (Sp)—The juggernaut can cast wall of thorns three times per day.
Protection: Guardian (Su)—The juggernaut and all allies within 30 feet gain a +2 bonus on all saving throws and a +2 def lection bonus to AC.
Repose: Rest Eternal (Su)—Damage dealt by the juggernaut resists magical healing. Attempting to use such healing to cure this damage requires a successful caster level check against a DC = 11 + the juggernaut’s caster level. This ability does not affect natural healing or healing provided by extraordinary abilities.
Rune: Rune-Carved (Su)—Runes cover the juggernaut. Whenever the juggernaut takes energy damage or energy damage fails to overcome its SR, for the next round, its attacks deal 2d6 points of damage of that energy type. If more than one type of energy attack occurs in a round, roll randomly to determine what kind of extra energy damage it deals.
Strength: Vigorous (Sp)—The juggernaut can cast mass bull’s strength once per day.
Sun: Sunstrike (Sp)—The juggernaut can cast daylight and searing light three times per day.
Travel: Unstoppable (Su)—The juggernaut ignores penalties for difficult terrain. Its movement increases by 10 feet.
Trickery: Doubles (Sp)—The juggernaut can cast mirror image three times per day.
War: Bloody (Su)—The juggernaut’s slam and vicious trample attacks have the wounding weapon special ability.
Water: Surge (Sp)—The juggernaut can cast hydraulic torrent five times per day.
Weather: Weathermaker (Sp)—The juggernaut can cast control weather once per day.
Taotieh
This white marble statue resembles a large feline, but its body and face are covered in decorative etchings and runes.
Symbols of power but also of gluttony, taotiehs are guardian constructs formed of stone and built around a pocket of extradimensional space. Taotiehs are used to ward sacred or secluded areas from enemies and trespassers. Their semblance to tigers extends even to the animal’s abilities in combat, as taotiehs are feared for their vicious attacks. The extradimensional space at the core of a taotieh allows the construct to swallow opponents of its own size and then shunt its victims into an airless pocket of space inside. A creature capable of existing without air could well spend an eternity inside a taotieh if it couldn’t smash its way out or escape via plane-traversing magic, in which case it must wait for outside forces to slay its captor. Tales abound of great treasures and even greater dangers being unleashed upon a taotieh’s destruction.
N Large
Init +2; Senses 60 ft., ; Perception +2
DEFENSE
AC 28, touch 11, flat-footed 26 (+2 Dex, +17 natural, –1 size)
hp 107 (14d10+30)
Fort +4, Ref +6, Will +6
10/adamantine; ; acid 10, cold 10, electricity 10, fire 10
Weaknesses to sonic
OFFENSE
Speed 40 ft.
Melee bite +23 (1d8+10 plus grab), 2 claws +23 (1d6+10 plus )
Space 10 ft.; Reach 5 ft.
Special Attacks , (2 claws +23, 1d6+10), (suffocation, AC 18, hardness 8, 25 hp)
STATISTICS
Str 30, Dex 15, Con —, Int —, Wis 14, Cha 1
Base Atk +14; +25 (+29 grapple); CMD 37 (41 vs. trip)
ECOLOGY
Environment any
Organization solitary or pair
Treasure incidental
SPECIAL ABILITIES
Swallow Whole (Su) A taotieh can expand its jaws to swallow Large or smaller creatures. When swallowed, a victim is transported to its own lightless pocket dimension—a stone prison just large enough to contain the victim. Creatures do not take damage within this pocket dimension, but there is only enough air inside to last for 3 rounds. At the end of the third round, the trapped creature must or risk suffocation. A creature that attempts to carve its way out of this dimension with a weapon must be able to penetrate the surrounding walls’ hardness 8. When a creature manages to cut its way out of this dimension, it appears to leap out of the taotieh’s mouth to emerge into any square adjacent to the taotieh’s space—no actual hole is created in the creature, and new creatures that are swallowed later must cut their own way out. When a taotieh is destroyed, its body bursts open to allow the contents of its extradimensional stomachs to spill out into adjacent spaces. A taotieh can swallow up to four creatures at any one time.
Soulbound Shell
This white statue of a bald human is marbled with glowing green veins of energy.
A soulbound shell is the perfected version of a soulbound mannequin, allowing the soul to retain its spellcasting.
N Medium
Init +1; Senses 60 ft., ; Perception +15
DEFENSE
AC 26, touch 11, flat-footed 25 (+4 armor, +1 Dex, +11 natural)
hp 132 (15d10+50)
Fort +5, Ref +6, Will +7
10/adamantine and magic; ; 23
Weaknesses cemented mind, susceptible to mind-affecting effects
OFFENSE
Speed 30 ft.
Melee mwk dagger +17/+12/+7 (1d4+1/19–20)
Wizard Spells Prepared (CL 12th; concentration +17)
6th—beast shape IV, disintegrate (DC 21)
5th—cloudkill (2, DC 22), dominate person (DC 21), passwall
4th—black tentacles (2), fire shield, shout (DC 19)
3rd—fly, lightning bolt (2, DC 18), stinking cloud (2, DC 20)
2nd—false life (already cast), glitterdust (DC 19), hideous laughter (DC 18), make whole, mirror image
1st—charm person (2, DC 17), expeditious retreat, grease (DC 18), mage armor (already cast), unseen servant
0 (at will)—acid splash, detect magic, mage hand, read magic
STATISTICS
Str 13, Dex 13, Con —, Int 20, Wis 10, Cha 13
Base Atk +15; +16; CMD 27
Feats Combat Casting, Craft Construct, Greater Spell Focus (conjuration), Improved Iron Will, Iron Will, Skill Focus (Spellcraft), Spell Focus (conjuration), Spell Focus (enchantment), Toughness
Skills Craft (sculptures) +20, Disguise +16, Knowledge (arcana) +20, Knowledge (engineering) +20, Perception +15, Spellcraft +26, Use Magic Device +16
Languages Aklo, Common, Draconic
SQ soul focus
ECOLOGY
Environment any land
Organization solitary or workshop (1 plus 2–8 other constructs)
Treasure standard (mwk dagger, other treasure)
SPECIAL ABILITIES
Cemented Mind (Ex) A soulbound shell can never change its known or prepared spells.
Soul Focus (Su) The soul bound to the shell lives within a gem inside its chest. As long as this soul focus remains intact, it can be used to animate another shell, at the same cost as creating a new soulbound shell, and retains its personality and memories. A soul focus has hardness 8, 12 hit points, and a break DC of 20.
Spells A spellbound shell casts spells as a 12th-level cleric, witch, or wizard, but does not gain any other class abilities.
Susceptible to Mind-Affecting Effects (Ex) A soulbound shell is not immune to mind-affecting effects.
Kikituk
This lumbering whale skeleton has a set of bony legs affixed to its frame. Its bones bear complex scrimshaw patterns.
Kikituks are constructs created by wicked spellcasters.
NE Huge
Init +6; Senses 60 ft., ; Perception +24
Aura (60 ft., DC 24, 2d4 rounds)
DEFENSE
AC 28, touch 14, flat-footed 26 (+2 Dex, +14 natural, +4 profane, –2 size)
hp 170 (20d10+60)
Fort +12, Ref +14, Will +14
acid,
OFFENSE
Speed 40 ft., 60 ft.
Melee bite +27 (4d6+18), 2 claws +27 (1d6+9)
Space 15 ft.; Reach 15 ft.
Special Attacks shearing jaws, (2d6+13, DC 29)
(CL 12th; concentration +16)
At will—dimension door, enervation (DC 18), invisibility
3/day—quickened invisibility
STATISTICS
Str 29, Dex 14, Con —, Int 12, Wis 19, Cha 19
Base Atk +20; +31 (+35 sunder); CMD 47 (49 vs. sunder)
Feats Great Fortitude, Greater Sunder, Improved Initiative, Improved Lightning Reflexes, Improved Sunder, Lightning Reflexes, Power Attack, Quicken Spell-Like Ability (invisibility), Toughness, Vital Strike
Skills Intimidate +14, Perception +24, Stealth +14, Swim +27
Languages Common
SQ scrimshaw magic
ECOLOGY
Environment any
Organization solitary
Treasure none
SPECIAL ABILITIES
Scrimshaw Magic (Sp, Su) When a kikituk is created, its creator inscribes three spells—ones that require no costly material components—as scrimshaw designs. One of these spells must be 2nd level or lower, and the other two must be 4th level or lower. The kikituk can use these spells as spell-like abilities (CL 12th) at will (its Quicken Spell-like Ability feat applies to the spell that’s 2nd-level or lower). Erase removes one spell from a kikituk’s scrimshaw unless it succeeds at a Fortitude save against the spell. If a kikituk’s scrimshaw is removed in this manner, it loses access to that spell as a spell-like ability. If all three spells are removed, it runs amok, slaughtering the nearest living creatures with reckless abandon—even its creator. As long as it has at least one scrimshaw spell in place, a kikituk gains a profane bonus to AC and on all saving throws equal to its Charisma modifier (+4 for the typical kikituk).
Shearing Jaws (Ex) A kikituk applies double its Strength modifier to its damage with a successful bite attack.
Wickerman
This humanoid-shaped colossus is a towering fury of burning wicker and wood.
A wickerman is a towering wicker statue with a cage in its chest. Inanimate ones are used for sacrifices to gods or nature faiths, and the constructs to terrify a faith’s enemies.
N Colossal (fire)
Init +3; Senses 60 ft., ; Perception +0
DEFENSE
AC 20, touch 5, flat-footed 17 (+3 Dex, +15 natural, –8 size)
hp 157 (14d10+80); 1
Fort +4, Ref +7, Will +4
Defensive Abilities fire healing, 5; , fire
Weaknesses to cold
OFFENSE
Speed 30 ft.
Melee 2 slams +19 (2d8+13 plus burn and )
Ranged burning brand +9 (4d6+13 plus burn)
Space 30 ft.; Reach 30 ft.
Special Attacks (1d6 fire, DC 17), wicker cage
STATISTICS
Str 37, Dex 16, Con —, Int —, Wis 10, Cha 7
Base Atk +14; +35 (+39 grapple); CMD 48
SQ constant blaze
ECOLOGY
Environment any land
Organization solitary
Treasure none
SPECIAL ABILITIES
Burning Brand (Ex) Once per round, a wickerman can draw forth pieces of its own body and throw them as a ranged attack with a range increment of 60 feet.
Constant Blaze (Su) A wickerman constantly burns but is never consumed. Its flames are magical. Immersion in water only suppresses the flames, and only for as long as the wickerman is immersed. While its flames are suppressed, the wickerman loses its burn ability, and its wicker cage ability doesn’t deal fire damage or cause creatures to catch on fire.
Fire Healing (Ex) A magical attack that deals fire damage heals the wickerman 1 point of damage for every 3 points of damage the attack would otherwise deal.
Wicker Cage (Su) If a wickerman successfully grapples a creature, as a move action it can shove the grabbed creature into the cage built into its chest. This works like swallow whole (4d6 fire damage plus the target automatically catches on fire, AC 17, 15 hp). The DC to put out this fire is 17. If a creature cuts its way free, the wickerman can’t use this ability again until it is fully healed. The save DC is Constitution-based.
Colossi
Like a proper soul, it provides will and impulse rather than power alone. It controls its artificial body via a magical physiology of potent and eldritch spellcraft, just as a living being commands its muscles, nerves, and blood. A single colossus can help its master to raze a kingdom and crush armies, and is immune to almost all forms of retaliation. Many colossi are intended to do exactly that— to forge an empire for their creator, to subjugate a hated foe, or to annihilate some equally dangerous enemy. Some are created to be defensive weapons, as deterrents against invasion. Others are tasked to serve as guardians for singular locations or objects that are not to be disturbed under the direst of consequences. Because a colossus is an artificial creature, its exact form, function, and composition are left to the discretion of its creator. Nonetheless, all colossi share certain traits that distinguish them from lesser constructs.
The magical energy required to fuel such hulks is great and often difficult to control. Most colossi drain nearly all magic energies from their immediate area, with the exception of energies in tune with a colossus’s own powers. Draining such energy creates an area around the colossus in which most magic simply doesn’t function. The magic that does still work in these areas is just as likely to further empower the colossus as it is to harm it, since it’s by necessity in tune with the colossus’s magical metabolism. Still, a clever spellcaster can find and exploit this metaphorical chink in a colossus’s armor.
All colossi have two forms. The primary form resembles an immense humanoid, much like a larger golem. The second varies from type to type, but often serves to disguise the colossus as something more innocuous, as it can be difficult to conceal a 60-foot behemoth. Some colossi, however, can transform into terrible, inhuman forms that are even more powerful and destructive, forgoing any attempt at being subtle.
Sphinx Colossus
This stone edifice resembles a lion with a regal human face, garbed in royal clothing.
A sphinx colossus is an ancient relic carved by priests and god-kings to protect their secrets. A sphinx colossus stands roughly 60 feet tall and weighs about 220,000 pounds.
N Gargantuan (colossus, mythic)
Init +5; Senses 60 ft., , 120 ft., x-ray vision; Perception +16
Aura (150 ft., DC 20), selective antimagic aura (20 ft.)
DEFENSE
AC 31, touch 7, flat-footed 30 (+1 Dex, +24 natural, –4 size)
hp 199 (18d10+100)
Fort +6, Ref +9, Will +10
Defensive Abilities block attacks, (50%); 10/epic;
OFFENSE
Speed 50 ft.,
Melee 2 slams +29 (3d6+15) or stomp +29 (6d6+22 plus pinning stomp)
Ranged rock +15 (3d6+22)
Space 20 ft.; Reach 20 ft.
Special Attacks (4/day, +1d8), mythic quickening, pinning stomp, (120 ft.)
(CL 12th, concentration +13)
3/day—true strike
1/day—moment of prescience
STATISTICS
Str 40, Dex 13, Con —, Int 10, Wis 15, Cha 13
Base Atk +18; +37; CMD 48 (52 vs. trip)
Feats AlertnessM, Cleave, Great Cleave, Improved Initiative, Improved Vital Strike, Iron Will, Lightning Reflexes, Power AttackM, Vital Strike
Skills Knowledge (arcana, religion) +8, Perception +16, Sense Motive +16
Languages Celestial, Sphinx
SQ alternate form, create rocks, mythic creation, mythic resilience
ECOLOGY
Environment warm deserts
Organization solitary
Treasure none
SPECIAL ABILITIES
Alternate Form (Ex) As a full-round action, a sphinx colossus can take the form of a sphinx statue. The colossus becomes immobile, its DR increases to 20/epic, and it gains fast healing 10. While the sphinx colossus can’t attack in this form, it can use its spell-like and supernatural abilities, and it retains its Dexterity bonus to AC. It can resume its base form as a full-round action.
Create Rocks (Ex) As a move action, a sphinx colossus can scoop up earth or rubble from an unoccupied square within its reach and compact it into a solid mass appropriate for use with its rock throwing ability. When it does so, the square from which the material is gathered becomes difficult terrain. No square may be used in this fashion more than once.
Selective Antimagic Aura (Su) Spells and abilities of the divination school are unaffected by this aura.
Flesh Colossus
This enormous monstrosity looks like a pile of fresh humanoid bodies shoved into a shambling humanoid shape.
A flesh colossus consists of hundreds of corpses assembled into a macabre whole. Its stands roughly 60 feet tall and weighs about 150,000 pounds.
N Gargantuan (colossus, mythic)
Init +0; Senses , 60 ft., ; Perception +8
Aura selective antimagic (20 ft.), unnatural (30 ft.)
DEFENSE
AC 30, touch 6, flat-footed 30 (+24 natural, –4 size)
hp 224 (16d10+136)
Fort +5, Ref +5, Will +5
10/epic; electricity,
OFFENSE
Speed 60 ft.
Melee 2 slams +28 (2d12+16/19–20/×3 plus ) or stomp +28 (4d12+24 plus pinning stomp)
Space 20 ft.; Reach 20 ft.
Special Attacks (2d12+16), (6/day, +1d8), mythic quickening, pinning stomp
(CL 13th; concentration +14)
3/day—waves of fatigue
1/day—circle of death (DC 17)
STATISTICS
Str 42, Dex 11, Con —, Int 3, Wis 10, Cha 7
Base Atk +16; +36; CMD 46
Feats CleaveM, Great Cleave, Greater Vital Strike, Improved CriticalM (slam), Improved Vital Strike, Power AttackM, Toughness, Vital Strike
Skills Intimidate +9, Perception +8
Languages Common
SQ alternate form, mythic creation, mythic resilience
ECOLOGY
Environment any land
Organization solitary
Treasure none
SPECIAL ABILITIES
Alternate Form (Ex) As a full-round action, a flesh colossus can break apart into four composite creatures. These composite creatures are identical to flesh golems but lack the golem’s DR and the berserk and immunity to magic abilities. They gain DR 5/epic, electricity absorption, and selective antimagic aura (10 feet). Divide the colossus’s current total hit points by 4 to determine how many hit points each composite creature has. Reverting into a single form requires all of the remaining composite creatures to be adjacent to each other and a full-round action. When this occurs, add up the remaining hit points to determine the colossus’s total hit points.
Selective Antimagic Aura (Su) Spells and abilities with the electricity descriptor or that deal electricity damage are unaffected by this field, as are necromancy spells and effects.
Wood Colossus
This gigantic construct looks like a walking mansion, its body and limbs composed of various rooms.
Standing 60 feet tall and weighing over 200 tons, a wood colossus can serve both as a guardian and as a manor.
N Gargantuan (colossus, mythic)
Init +9; Senses 60 ft., ; Perception +11
Aura selective antimagic aura (30 ft., DC 24, 10 rounds)
DEFENSE
AC 35, touch 5, flat-footed 35 (–1 Dex, +30 natural, –4 size)
hp 237 (18d10+138); 20
Fort +6, Ref +7, Will +9
Defensive Abilities second save; 10/epic;
Weaknesses to fire
OFFENSE
Speed 60 ft., woodland stride
Melee 3 slams +31 (2d12+17) or stomp +31 (4d12+25 plus pinning stomp)
Space 20 ft.; Reach 20 ft.
Special Attacks (6/day, +1d8), mythic quickening, pinning stomp
STATISTICS
Str 45, Dex 9, Con —, Int 5, Wis 12, Cha 16
Base Atk +18; +39; CMD 48
Feats Combat Reflexes, Greater Vital Strike, Improved InitiativeM, Improved Vital Strike, Iron Will, Lightning Reflexes, Power AttackM, Toughness, Vital StrikeM
Skills Intimidate +11, Perception +11
Languages Common
SQ alternate form, mythic creation, mythic resilience
ECOLOGY
Environment any land
Organization solitary
Treasure none
SPECIAL ABILITIES
Alternate Form (Ex) As a full-round action, a wood colossus can transform into a manor house. Each time it does so, it can choose a different internal architecture to suit its master’s needs. The wood colossus can include any kind of wooden furniture in its rooms (including chairs, work benches, and the like), but can’t create any objects not made out of wood. Any objects that were in the manor house when the colossus last transformed into its true form are present unless the colossus chose to expel them. The manor house can comfortably house up to 10 Medium creatures; when the colossus reverts to its true form, these creatures are expelled without taking damage. While in this form, the colossus can’t make melee attacks but can use telekinesis at will on wooden objects inside of it.
Selective Antimagic Aura (Su) Spells and effects that have the light descriptor or affect plants are unaffected by this aura.
Stone Colossus
This immense stone figure appears to be a keep that uprooted itself and went for a walk.
Standing 70 feet tall and weighing 300 tons, a stone colossus is a walking fortress.
N Colossal (colossus, mythic)
Init +11M; Senses 60 ft., ; Perception +11
Aura selective antimagic aura (30 ft.)
DEFENSE
AC 31, touch 2, flat-footed 31 (+29 natural, –8 size)
hp 265 (21d10+150)
Fort +7, Ref +7, Will +7
10/epic;
OFFENSE
Speed 40 ft.
Melee 2 slams +32 (3d10+19/19–20) or stomp +32 (6d10+28 plus pinning stomp)
Ranged light ballista +13 (3d8/×3)
Space 30 ft.; Reach 30 ft.
Special Attacks (7/day, +1d10), mythic quickening, pinning stomp
(CL 15th; concentration +16)
3/day—wall of stone (DC 16)
1/day—repulsion (DC 17)
STATISTICS
Str 48, Dex 11, Con —, Int 5, Wis 10, Cha 7
Base Atk +21; +48 (+53 sunder); CMD 60 (65 vs. sunder)
Feats Cleave, Deadly AimM, Great Cleave, Improved Critical (slam), Improved InitiativeM, Improved SunderM, Improved Vital Strike, Point-Blank ShotM, Power Attack, Precise Shot, Vital Strike
Skills Intimidate +11, Perception +11
Languages Common
SQ alternate form, movable keep, mythic creation, mythic resilience, self repair, siege tower
ECOLOGY
Environment any land
Organization solitary or mobile fortification (1 plus 6–12 Medium archers)
Treasure none
SPECIAL ABILITIES
Alternate Form (Ex) A stone colossus can take the form of a small keep as a full-round action. Its DR increases to 20/epic, and it gains fast healing 10. While in this form, the colossus cannot make melee attacks.
Movable Keep (Ex) In either form, a stone colossus holds up to 12 Medium creatures. Those on its ramparts gain cover. Any inside when it’s destroyed take 3d10+20 points of damage.
Selective Antimagic Aura (Su) Spells with the earth or force descriptor or that transmute or manipulate earth or stone are unaffected by this field.
Self Repair (Ex) A stone colossus can expend one use of mythic power as a swift action to gain fast healing 20 for 5 rounds.
Siege Tower (Ex) A stone colossus’s ballistae don’t provoke attacks of opportunity, and they reload themselves at the start of the colossus’s turn.
Iron Colossus
A siege engineer’s nightmare, this giant machine emits noxious fumes from its grinding engine.
Standing 80 feet high and weighing 500 tons, iron colossi are the ultimate weapons of war.
N Colossal (colossus, mythic)
Init –1; Senses 60 ft., ; Perception +11
Aura deadly fumes (30 ft.), selective antimagic aura (30 ft.)
DEFENSE
AC 39, touch 1, flat-footed 39 (–1 Dex, +38 natural, –8 size)
hp 309 (23d10+183)
Fort +9, Ref +6, Will +7
10/epic; , fire absorption
OFFENSE
Speed 50 ft.
Melee flail +35/+30/+25/+20 (6d6+20/19–20) or stomp +35 (6d6+30 plus pinning stomp)
Ranged 2 heavy ballistae +14 (4d8/17–20/×3)
Space 30 ft.; Reach 30 ft.
Special Attacks (8/day, +1d10), mythic quickening, pinning stomp
(CL 17th; concentration +19)
3/day—wall of fire (DC 16)
1/day—delayed blast fireball (DC 19)
STATISTICS
Str 51, Dex 9, Con —, Int 5, Wis 10, Cha 14
Base Atk +23; +51 (+59 sunder); CMD 62 (68 vs. sunder)
Feats CleaveM, Great Cleave, Great Fortitude, Greater Sunder, Greater Vital Strike, Improved Critical (flail), Improved CriticalM (heavy ballista), Improved SunderM, Improved Vital Strike, Power Attack, Toughness, Vital StrikeM
Skills Intimidate +14, Perception +11
Languages Common
SQ alternate form, mythic creation, mythic resilience, siege tower
ECOLOGY
Environment any land
Organization solitary
Treasure none
SPECIAL ABILITIES
Alternate Form (Ex) As a full-round action, an iron colossus can transform its legs into a massive, destructive track. Its speed becomes 80 ft., it can’t be tripped, and it gains a trample attack that deals 4d8+30 damage. It loses its stomp attack. It can resume its base form as a full-round action.
Deadly Fumes (Ex) An iron colossus emits a 30-foot-radius cloud of poisonous gas, exposing creatures that start their turn in this area.
Deadly Fumes: inhaled—save Fort DC 21; frequency 1/round for 2 rounds; effect 1d4 Constitution damage and sickened; cure 1 save.
Fire Absorption (Ex) Not only is a flesh colossus immune to fire, but when targeted or hit by a spell or attack that would deal fire damage, it heals half the fire damage it would be dealt.
Selective Antimagic Aura (Su) Spells with the fire descriptor and fire effects are unaffected by this field.
Siege Tower (Ex) An iron colossus’s ballistae don’t provoke attacks of opportunity, and they reload themselves at the start of the colossus’s turn.
Warmonger
This massive wood-and-metal giant wields a scythe, a wicked spiked wrecking ball, an immense pick, and a huge crossbow.
Warmongers are the scourges of battlefields, unleashed by creators seeking decisive ends to large-scale conflicts.
N Huge
Init +6; Senses 120 ft., ; Perception +7
DEFENSE
AC 34, touch 14, flat-footed 28 (+6 Dex, +20 natural, –2 size)
hp 344 (28d10+190)
Fort +9, Ref +15, Will +16
15/adamantine and bludgeoning;
OFFENSE
Speed 40 ft.
Melee reaper +37 (3d6+11/×4), siege pick +37 (2d6+11/×4), wrecking ball +37 (3d6+11 plus stun), 2 slams +37 (1d8+11)
Ranged 4 automatic crossbow bolts +32 (3d8/19–20), rock +33 (3d6+11)
Space 15 ft.; Reach 15 ft. (30 ft. with wrecking ball)
Special Attacks (140 ft.), warmonger weaponry
STATISTICS
Str 32, Dex 23, Con —, Int —, Wis 25, Cha 11
Base Atk +28; +41; CMD 57
SQ fortified construction
ECOLOGY
Environment any
Organization solitary
Treasure none
SPECIAL ABILITIES
Automatic Crossbow (Ex) Bolts fired from a warmonger’s automatic crossbow have a range increment of 100 feet and deal 3d8 points of piercing damage, with a critical threat range of 19–20. The weapon creates ammunition magically as needed and can fire up to four bolts per round as part of a full attack. A warmonger can throw one rock in the same round that it attacks with its automatic crossbow, but cannot throw rocks or use its crossbow in the same round it makes melee attacks.
Fortified Construction (Ex) A warmonger gains an additional 150 bonus hit points in addition to the 40 bonus hit points a Huge construct gains.
Warmonger Weaponry (Ex) A warmonger’s weapons are all primary natural attacks. The reaper deals slashing damage, the siege pick piercing damage, and the wrecking ball bludgeoning damage. Creatures damaged by the wrecking ball are stunned for 1 round unless they succeed at a DC 24 Fortitude save. The save DC is Constitution-based.
Charnel God
This porphyry statue depicts a three-headed goddess with draconic wings, a long tail, and a deadly looking longbow in her hands.
The gods are no less strange and terrifying in death than in life. Though the death of any god is staggeringly rare, some do meet violent ends, often at the hands of other deities. When this happens, the deity’s death casts fragments of the god’s power out among the planes. These fragments are sometimes drawn to places where the god was worshiped in its life, where they can produce miraculous effects, such as striking the god’s devout followers deaf or blind, or granting visions of the god’s demise. Sometimes these shards of power go unnoticed and boil away into nothing over time. But sometimes, something far more terrible occurs—such fragments can find a new home within a graven image of the former deity, forming a new creature: a charnel god. Regardless of the deceased god’s alignment or nature, all charnel gods are beings of sublime wickedness fueled by bitter anger. The memory of being killed and cast into the void leaves charnel gods utterly and cruelly insane. Further, they feel the pain of being incomplete, of being only a small portion of what they once were, and this torments them. Charnel gods have some memories of their time as gods, but any recollections are fragmented and muddled. A charnel god might be able to share a hidden secret it knew in its former life, but it could just as easily confuse the details or call forth a false memory, making it an unreliable source of wisdom. Charnel gods resent such questions anyway, as remembering their former lives only reminds them of their pitiful current state. Those who believe encountering a charnel god will be a chance to reconnect with a deceased divine patron are in for a rude awakening. Without exception, charnel gods detest any who once worshiped them. Unable to come to terms with the fact that they were defeated, they blame the incompetence or faithlessness of their former worshipers for their deaths. Charnel gods also hate the servants of other deities, though with less fervor than they feel toward their own former followers. To a charnel god, all worshipers are false and deserve to be punished for their lack of loyalty and devotion. At the same time, charnel gods long for mortals’ worship. Truly, that is a charnel god’s greatest wish—to once again be venerated, offered sacrifices, and loved and feared above all else in the world. Charnel gods cannot grant spells like a true deity, and so must rely on their own terrible powers and fearsome demeanor to cow and bully others into worshiping them. Their cults rarely last long, for the charnel god is an easily angered and fickle deity. The example charnel god presented here was once a demon lord of the hunt who was slain by a vengeful goddess. When creating a charnel god of a different deity, GMs should replace some or all of the charnel god’s feats and skills to better support that deity’s favored weapon and fighting style. Likewise, the charnel god’s melee attacks should be altered as needed, but the end result should approximate the average damage a CR 23 creature might deal in a round. Note that charnel gods like the one detailed above can attack with their natural attacks as secondary attacks when attacking with ranged weapons. A charnel god stands 15 feet tall and weighs 12 tons.
CE Large
Init +11; Senses 60 ft., divine sense, , true seeing; Perception +36
Aura divine antithesis (60 ft., DC 35)
DEFENSE
AC 42, touch 32, flat-footed 31 (+11 Dex, +10 natural, +12 profane, –1 size)
hp 485 (26d10+342); 10
Fort +20, Ref +19, Will +20
Defensive Abilities divine antithesis; 15/—; ; acid 30, cold 30, electricity 30, fire 30; 34
OFFENSE
Speed 60 ft., 60 ft. (good)
Melee 2 bites +37 (2d6+12), gore +37 (1d8+6), 2 slams +37 (1d6+12)
Ranged +5 unholy composite longbow +42/+37/+32/+27 (2d6+17/19–20/×3)
Space 10 ft.; Reach 10 ft.
Special Attacks severance
(CL 23rd; concentration +35)
Constant—true seeing
At will—align weapon (chaos only), animate dead, cause fear (DC 23), chaos hammer (DC 26), death knell, death ward, dispel law, magic circle against law, protection from law, slay living (DC 27)
3/day—animate objects, cloak of chaos (DC 30), create greater undead, create undead, destruction (DC 29), word of chaos (DC 29)
1/day—summon monster IX (chaotic creatures only), wail of the banshee (DC 31)
STATISTICS
Str 34, Dex 33, Con —, Int 27, Wis 30, Cha 35
Base Atk +26; +39; CMD 72
Feats Clustered Shots, Combat Reflexes, Deadly Aim, Far Shot, Improved Critical (composite longbow), Improved Precise Shot, Improved Snap Shot, Iron Will, Point-Blank Shot, Precise Shot, Rapid Shot, Snap Shot, Weapon Focus (composite longbow)
Skills Fly +42, Intimidate +38, Knowledge (arcana, planes, religion) +34, Perception +36, Sleight of Hand +37, Spellcraft +34, Stealth +33, Survival +36
Languages Abyssal, Common; 300 ft.
SQ divinity lost, favored weapon, hideous will
ECOLOGY
Environment any
Organization solitary
Treasure triple
SPECIAL ABILITIES
Divine Antithesis (Ex) A charnel god is immune to any divine spell that allows spell resistance. Additionally, creatures within 60 feet of a charnel god gain spell resistance against divine spells equal to 11 + the charnel god’s CR (34 for most charnel gods). Creatures cannot voluntarily lower this spell resistance.
Divine Sense (Su) A charnel god can identify servants of the gods on sight, can immediately determine whether a creature it sees is capable of casting divine spells, and knows the highest level of spell that creature is capable of casting. It gains a +8 insight bonus on all Perception and Sense Motive checks attempted against such targets.
Divinity Lost (Su) A charnel god gains, as spell-like abilities, the domain spells of two domains granted by the deity from which it formed. It can use domain spells of 5th level or lower as at-will spell-like abilities, spells of 6th to 8th level three times per day as spell-like abilities, and 9th level spells once per day as spell-like abilities. The caster level for these abilities equals the charnel god’s CR (23 for most charnel gods), and the save DCs are Charisma-based. The charnel god does not gain any of these domains’ granted powers. The charnel god presented above has the Death and Chaos domains, and these spell-like abilities are included in its stat block.
Favored Weapon (Su) As a free action, a charnel god can conjure a weapon from the fragments of its former divine power. This weapon is always a +5 unholy weapon of the type favored by the deceased deity. The weapon functions only for the charnel god and vanishes if it leaves the charnel god’s possession. Melee weapons created in this way are treated as if they were made of adamantine for the purposes of determining their resistance to damage and their ability to bypass hardness. Ranged weapons created in this way do not provoke attacks of opportunity when the charnel god uses them.
Hideous Will (Ex) A charnel god is suffused with profane divine energy. It gains a profane bonus to its AC and Fortitude saving throws equal to its Charisma modifier. Additionally, it uses its Charisma modifier in place of its Constitution modifier when calculating its hit points.
Severance (Su) As a swift action that doesn’t provoke attacks of opportunity, a charnel god can attempt to sever the connection between a creature and its divine patron. The target must be within 60 feet of the charnel god, and it must attempt a DC 35 Will save to avoid being cut off from the divine. If successful, the target cannot be targeted by this ability again for 24 hours. If the target fails, it becomes stunned for 1 round and then permanently staggered thereafter. This ability has no effect on characters who don’t have levels in any class that grants divine spellcasting, but it does affect characters who have minimal divine spellcasting abilities, such as paladins or rangers. This is a curse effect. Atonement can remove this effect, but only if the caster succeeds at a DC 35 caster level check. The save DC is Charisma-based.