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CursebreakerCreature 9


Unique​N​Medium​Construct​Golem​Mindless​
Source Pathfinder Adventure: The Slithering
Perception +18 (darkvision)
Languages none
Skills Athletics +23, Lore +12
Str +6, Dex +0, Con +4, Int -5, Wis +3, Cha -5

AC 27; Fort +21; Reflex +17; Will +20;
HP 140
Speed 20 feet
Immunities acid, bleed, death effects, disease, doomed, drained, fatigued, healing, magic, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious
Resistances Physical 10

Fist One Action +21 (+16, +11) to hit (magical, reach 10) 2d10+10 Bludgeoning

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Golem Antimagic

harmed by cold and water (5d8; 2d6 from areas and persistent damage); healed by acid (area 2d6 Hit Points); slowed by earth


A golem is immune to spells and magical abilities other than its own, but each type of golem is affected by a few types of magic in special ways. If an entry lists multiple types (such as β€œcold and water”), either type of spell can affect the golem.

Harmed By Any magic of this type that targets the golem causes it to take the listed amount of damage (this damage has no type) instead of the usual effect. If the golem starts its turn in an area of magic of this type or is affected by a persistent effect of the appropriate type, it takes the damage listed in the parenthetical.

Healed By Any magic of this type that targets the golem makes the golem lose the slowed condition and gain HP equal to half the damage the spell would have dealt. If the golem starts its turn in an area of this type of magic, it gains the HP listed in the parenthetical.

Slowed By Any magic of this type that targets the golem causes it to be Slowed 1 for 2d6 rounds instead of the usual effect. If the golem starts its turn in an area of this type of magic, it's Slowed 1 for that round.

Vulnerable To Each golem is vulnerable to one or more specific spells, with the effects described in its stat block.

Vulnerable to Stone to Flesh

A Stone to Flesh spell negates Cursebreaker's golem antimagic and its resistance to physical damage for 1 round.

A Flesh to Stone spell reverses this effect immediately.

Impose Paralysis Reaction (incapacitation)

Trigger Cursebreaker hits a Slowed creature


Effect The creature must succeed at a DC 27 fortitude save or become Paralyzed for 1 round.

Inexorable March One Action

Cursebreaker Strides up to its Speed, pushing back each creature whose space it moves into and damaging them if they try to stop its movement.

A creature can attempt to bar the way by succeeding at a DC 32 fortitude save. On a critical success, the resisting creature takes no damage; otherwise it is damaged as if hit by Cursebreaker's fist.

Slowing Pulse One Action (arcane, concentrate, transmutation)

Each creature in a 10-foot emanation must succeed at a DC 27 fortitude save or be Slowed 1 for 1 minute.

Cursebreaker can't use Slowing Pulse again for 1d4 rounds.

Undo Curse

Cursebreaker can cast a 10th-level Remove Curse spell at will, targeting every resident of the city of Kibwe. Cursebreaker must be stationed in the upper level of the Archive of the Sun with its sun symbols activated to use this ability.



Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Construct

A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.

Mindless

A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.