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Flaming Animated Armor (Holy Hand) (1-2)Creature 3

Source Pathfinder Society Scenario #3-13: Guardian's Covenant
Perception +9 (darkvision)
Languages none
Skills Athletics +10
Str +3, Dex -3, Con +4, Int -5, Wis +0, Cha -5

AC 19 15 when broken); construct armor; Fort +12; Reflex +5; Will +5;
HP 35
Speed 20 feet
Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious
Weaknesses Cold 5
Resistances Fire 5

Gauntlet One Action +10 (+6, +2) to hit (agile, free hand, magical) 1d6+3 Bludgeoning + 1d4 Fire
Shield Spikes One Action +12 (+7, +2) to hit 1d4 Fire + 1d6+5 Piercing


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 6)

Like normal objects, a flaming animated armor has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once a flaming 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 15.

Raise a Shield Reaction (general)

Requirements You are wielding a shield

You position your shield to protect yourself. When you have Raised a Shield, you gain its listed circumstance bonus to AC. Your shield remains raised until the start of your next turn.

Effect: Raise a Shield

Suits of animated armor see use both as guardians and as training partners in high-end martial academies able to afford the extravagance. They are most often found in wizard laboratories and ancient dungeons.

Granted a semblance of life through the use of rituals or other strange magic, animated objects take many forms and serve a variety of uses. A few examples of typical animated objects are listed below. Many of these creatures serve as guardians, surprising unsuspecting adventurers when they suddenly attack. Others serve as idle distractions for the exceptionally rich, simple servants created to handle odd jobs, and the like.



Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.


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.


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.