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Forge-SpurnedCreature 5


UncommonNEMediumFireUndead
Source Pathfinder #148: Fires of the Haunted City
Perception +11 (darkvision)
Languages Common, Dwarven, Undercommon
Skills Athletics +14, Crafting +14, Lore +12
Str +5, Dex +2, Con +4, Int +1, Wis +2, Cha +0

AC 22; Fort +15; Reflex +9; Will +11;
HP 75 (eternal damnation, negative healing)
Speed 20 feet
Immunities death effects, disease, fire, paralyzed, poison, unconscious
Weaknesses Cold 5

Soul Chain One Action +15 (+10, +5) to hit (disarm, trip) 2d8+5 Slashing + 1d6 Fire
Warhammer One Action +14 (+9, +4) to hit (shove) 1d8+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.

Negative Healing

A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.

Enternal Damnation (divine, necromancy)

As long as its soul chain remains intact, a forge-spurned can't be truly destroyed. It rises again fully healed at the next sundown, even if its physical body was destroyed.

Searing Heat (fire)

A creature that touches the forge-spurned (including Grappling it or hitting it with an unarmed attack) takes 2d6 fire damage (DC 21 basic reflex save).

Forge Breath Two Actions (divine, evocation, fire)

The forge-spurned breathes a cloud of stinging soot, ash, and glowing embers. This can affect either a 30-foot cone or a 20-foot burst centered on the forge-spurned and persists for 1d4 rounds.

Each creature that moves into or starts their turn in the area takes 6d6 fire damage, with a DC 21 basic reflex save. A creature that fails its save is also Blinded for 1 minute.

Creatures within the cloud are Concealed, though not from the forge-spurned.

The forge-spurned can't use Forge Breath again until it has used Inflate Bellows.

Inflate Bellows Two Actions

Requirements The forge-spurned has used Forge Breath.


Effect The forge-spurned re-inflates its flaccid lungs, enabling it to use Forge Breath again.

Soul Chain (divine, fire, necromancy)

If a creature is slain by an attack from the soul chain and the forge-spurned is able to retain the creature's corpse, it can bind the creature's soul into the soul chain (as Bind Soul) with a day of work at a forge and a DC 20 crafting check.

An individual whose soul is bound in this way can't be resurrected unless the soul chain is destroyed (Hardness 10, 40 HP, BT 20).


Evil dwarves who die having failed to live up to the exacting standards of the duergar god Droskar are sometimes forced to return to the material world as undead abominations known as forge-spurned.


Traits

Uncommon

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.

Fire

Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element.