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GuthallathCreature 19


RareNGargantuanConstruct
Source Pathfinder Bestiary
Perception +30 (darkvision, true seeing)
Languages none
Skills Acrobatics +25, Athletics +40
Str +10, Dex +2, Con +8, Int -4, Wis +0, Cha -1

AC 43; Fort +38; Reflex +32; Will +30;
HP 325
Speed 40 feet (burrow 50 feet)
Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious
Resistances Physical 15

Fist One Action +38 (+33, +28) to hit (deadly 3d12, magical, reach 20) 4d12+18 Bludgeoning
Foot One Action +38 (+33, +28) to hit (deadly 3d12, magical, reach 20) 4d8+18 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.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

Erosion Aura (aura, primal)

120 feet Aura


The guthallath erodes away the physical integrity of all around it. Creatures and objects in the emanation other than the guthallath have their hardness and resistances reduced by 10. At the start of its turn, a creature in the erosion aura's area takes 6d6 bludgeoning damage (DC 39 basic fortitude).

Immunity to Magic

The guthallath is immune to spells of lower than 7th level and the activated effects of magic items of lower than 14th level.

Annihilation Beams Two Actions

A guthallath releases two beams of destruction from its eyes. Each beam is a 120-foot line. Everything in either line takes the effect of a hit from a 10th-level Disintegrate spell (DC 41 basic fortitude). There is no additional effect on creatures in any area where the beams overlap.

The guthallath can't use this ability again for 1d4 rounds.

Deadly Throw One Action

Requirements The guthallath has a creature Grabbed.


Effect The guthallath throws the creature into the air, 100 feet high and 50 feet away. If the flung creature lands on another creature, the creature it lands on takes the same amount of bludgeoning damage. The creature being landed on can attempt a DC 41 basic reflex save.

Powerful Blows

If a guthallath hits with an attack and rolls a natural 19 on the d20 roll, the attack is a critical hit. This has no effect if the 19 would be a failure.

Trample Three Actions

Huge or smaller, foot, DC 45 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 Grab Free Action

The monster can use Grab as a free action triggered by a hit with its initial attack. A monster with Improved Grab still needs to spend an action to extend the duration for creatures it already has Grabbed.

Improved Knockdown Free Action

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

Improved Push 20 feet Free Action

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


Primal Innate Spells (DC 37, +29 to hit)

3rd Level: Haste (Constant)
6th Level: True Seeing (Constant)


A guthallath is an enormous construct created long ago by some unknown empire, probably as a war machine. Nearly 100 feet tall, this massive stone statue typically resembles a stalwart warrior wearing only a loincloth and skullcap. Few have seen the entire body of a guthallath, though; most of the time such a relic is buried up to its neck, covered in moss and stranded in some forgotten place. Yet, every so often, one of these harbingers of destruction reactivates in response to some unknown stimulus or rallying call, and when this happens, woe be unto any who stand in its way.

While the guthallath's ancient enemies are gone, it is an engine of pure destruction, designed to rampage for weeks or even months. While not intelligent enough to enjoy or regret its acts, the guthallath cannot be reasoned with-it is unaffected by most magic, and is unpredictable in how it selects its targets (and creatures it spares).


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.