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Living Graffiti (Oil)Creature 3

Source Pathfinder Bestiary 3
Perception +9 (darkvision)
Languages Common, (can't Speak Any Language)
Skills Acrobatics +11, Crafting +5, Deception +10, Stealth +11
Str +2, Dex +4, Con +1, Int -2, Wis +2, Cha +1

AC 19; Fort +8; Reflex +11; Will +7;
HP 50
Speed 25 feet
Immunities death effects, disease, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious

Fist One Action +11 (+7, +3) to hit (agile, finesse) 2d4+4 Bludgeoning
Splatter One Action +11 (+6, +1) to hit (nonlethal, range increment 20) 1d4+4 Bludgeoning


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.


When a creature attempts to Strike a living graffiti and critically misses, the attacker hits the surface (a canvas, wall, or so on) behind the living graffiti. This might damage the surface or the attacker's weapon, at the GM's discretion.


A living graffiti can move only along flat surfaces. If the surface it's on is destroyed (such as a portrait hit by a Fireball spell or a wall being smashed), the graffiti takes 2d6 damage and is shunted to the nearest flat surface. If there is no flat surface within 5 feet, the graffiti is destroyed.


A living graffiti splatters into a creature's face with its splatter Strike. On a hit, the target is Dazzled for 1 round or until it Interacts to remove the paint from its face.

A living graffiti is a painting or drawing that has come to life by magic. These two-dimensional beings can move along any flat surface they touch, including walls, floors, furniture, doors, and even bodies of still water. They can't exist apart from the surfaces they traverse except in brief bursts, which they typically use to harass or attack nearby creatures. They exhibit a mischievous nature and desire to make the real world as much of a caricature as their own two-dimensional domain.

Magic is a complex thing to begin with, and at a certain level of sophistication, the differences between a spell and an autonomous creature become increasingly blurry. Living symbols are constructed creatures of reified and reinforced magic, held together by glyphs, runes, and eldritch formulae.



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.


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.