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Dismemberment TableCreature 5


NMediumConstructMindless
Source Pathfinder Adventure: Crown of the Kobold King
Perception +11 (darkvision)
Languages none
Skills
Str +5, Dex +2, Con +4, Int -5, Wis +0, Cha -5

AC 22 18 when broken; Fort +13; Reflex +11; Will +9;
HP 56
Speed 25 feet
Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious
Weaknesses Positive 8

Blade One Action +14 (+9, +4) to hit (magical) 2d8+7 Slashing
Strap One Action +14 (+9, +4) to hit 2d4+7 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.

Construct Armor (Hardness 8)

Like normal objects, an animated armor has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once an animated armor is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks and its Armor Class is reduced to 18.

Haunted

The dismemberment table is powered by unquiet spirits, and it takes damage from positive energy as if it were undead. Positive energy bypasses the table's hardness.

Disabling Strike One Action

The dismemberment table attempts a blade Strike on a single target that it has Grabbed or Restrained. If this Strike hits, the blade cuts deep into one of the target's limbs. The target must attempt a DC 22 fortitude save.


Critical Success The creature suffers no additional effect.

Success The creature takes 1d6 Persistent bleed Damage.

Failure The creature takes 2d6 Persistent bleed Damage and is Clumsy 1. This clumsy condition ends once the creature is restored to full Hit Points.

Critical Failure As failure, but Clumsy 2.



Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

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.