Overworked VriskCreature 2
Source Pathfinder Society Scenario #4-05: The Arclord Who Never Was
Perception +7 (darkvision)
Languages Celestial, Common, Requian
Skills Arcana +7, Athletics +5, Lore +8, Medicine +5, Religion +7
Str +4, Dex +1, Con +1, Int +3, Wis +3, Cha -2
AC 18; Fort +10; Reflex +4; Will +7;
HP 34
Speed 20 feet
Immunities auditory, bleed, death effects, disease, doomed, drained, fatigued, magic, paralyzed, poison, sickened
Resistances Physical 5
Fist +8 (+4, +0) to hit (agile, nonlethal) 1d10+2 Bludgeoning
Morningstar +9 (+4, -1) to hit (magical, versatile p) 1d6+2 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.
UnfinishedVrisk's smooth head does not have ears, so he's Deaf. He automatically critically fails any Perception checks that require hearing and is immune to auditory effects. He can supply verbal components for casting spells and command components for activating magic items, but if he performs an action he isn't accustomed to that involves auditory elements, he must succeed at a DC 5 flat or the action is lost. He has both the Sign Language and Read Lips skill feats.
Golem Antimagicharmed by negative (2d8 damage, 1d8 damage from areas or persistent damage); healed by positive (area 1d6 Hit Points); slowed by emotion
A golem is immune to spells and magical abilities other than its own, but each type of golem is affected by a few types of magic in special ways. These exceptions are listed in shortened form in the golem's stat block, with the full rules appearing here. If an entry lists multiple types (such as "cold and water"), either type of spell can affect the golem.
- Harmed By Any magic of this type that targets the golem causes it to take the listed amount of damage (this damage has no type) instead of the usual effect. If the golem starts its turn in an area of magic of this type or is affected by a persistent effect of the appropriate type, it takes the damage listed in the parenthetical.
- Healed By Any magic of this type that targets the golem makes the golem lose the slowed condition and gain HP equal to half the damage the spell would have dealt. If the golem starts its turn in an area of this type of magic, it gains the HP listed in the parenthetical.
- Slowed By Any magic of this type that targets the golem causes it to be Slowed 1 for 2d6 rounds instead of the usual effect. If the golem starts its turn in an area of this type of magic, it's slowed 1 for that round.
- Vulnerable To Each golem is vulnerable to one or more specific spells, with the effects described in its stat block.
Vrisk is affected by the Daze spell as if he was a living creature
Vulnerable to RedactIf targeted by Redact or any other spell that erases text, Vrisk must succeed at a DC 18 will save or immediately die as the rune on his forehead is erased.
Arcane Prepared Spells (DC 18, +10 to hit)
Cantrips (1st Level): Daze, Shield, Sigil
1st Level: Pummeling Rubble, Ray of Enfeeblement, Sleep
2nd Level: Dispel Magic
1st Level: Protective Ward
Traits
A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.
ConstructA 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.