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Fleshforged DreadnoughtCreature 18


RareNGargantuanConstructMindless
Source Pathfinder Lost Omens: Impossible Lands
Perception +29 (darkvision)
Languages none
Skills Athletics +38
Str +10, Dex +6, Con +9, Int -5, Wis +5, Cha -5

AC 42; Fort +35; Reflex +28; Will +27;
HP 300 ( regeneration 20 (deactivated by cold iron)
Speed 30 feet
Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious
Resistances Acid 20

Battering Ram One Action +35 (+30, +25) to hit (reach 15) 7d8+10 Bludgeoning
Claw One Action +35 (+31, +27) to hit (agile, reach 10) 4d8+18 Slashing
Ballista One Action +33 (+28, +23) to hit (range increment 120) 4d12+8 Piercing

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.

Scaling Spikes

A fleshforged dreadnought is covered in handholds and footholds that make it easy to climb. Creatures of Medium or smaller size can Climb the dreadnought, sharing one of its spaces as they do so. The DC to Climb a fleshforged dreadnought is 15, and creatures move 5 more feet on a success and 10 more feet on a critical success, to a maximum of their Speed when Climbing the construct.

Regeneration 20 (Deactivated by Cold Iron)

This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.

Caustic Leak Free Action (acid, arcane, evocation)

Frequency once per turn

Trigger The fleshforged dreadnought is damaged by a non-reach piercing or slashing melee Strike


Effect Corrosive fluid sprays the attacker, dealing 8d6 acid damage (DC 40 basic reflex).

Destructive Charge Two Actions

The fleshforged dreadnought Strides up to twice its speed and makes a battering ram Strike against a structure or unattended object. The Strike ignores 20 points of the target's Hardness.

Drown in Ichor Two Actions (acid, arcane, evocation)

The fleshforged dreadnought releases a wave of caustic fluid from vents in its sides. Creatures within a 20-foot emanation take 8d6 acid damage (DC 40 basic reflex). Creatures who fail their saves also take 3d6 Persistent acid Damage.

Trample Three Actions (attack)

Huge or smaller, battering ram, DC 44 basic reflex


The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).

Improved Push 15 feet Free Action

The monster can use Push as a free action triggered by a hit with its initial attack.


Created in the arcane fleshforges of Nex, this creature was spawned as the ultimate brute-force tool for urban assaults against the cities of Geb. At 30 feet tall, the dreadnought easily tops most city walls, and Nexian infantry forces would scramble up the spikes on the creature's back to penetrate defensive fortifications. Every detail of the creature's physiology was fashioned for the battlefield, from the ballista of bone and sinew integrated into its torso to the bulky ram on the crest of its head. The fleshforged's acidic blood not only serves an important hydraulic function but also deters city defenders who might attempt to strike down the creature.

During the war between Nex and Geb, fleshforged dreadnoughts most often appeared as part of a coordinated assault and typically replaced or augmented an army's compliment of siege weaponry. Common tactics employed by Nex's generals would direct the dreadnought to crush all opposition standing in front of a city's gate and then smash through it. Should the city's defenses prove resilient, invading troops would scale the creature to get over the city walls, relying on the dreadnought's regenerative properties to ensure it wouldn't be destroyed while helping them bypass the defensive barriers.

Fleshforged dreadnoughts all but vanished after the disappearance of the archmage Nex, but tales of their destructive power have been preserved.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

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.