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Phalanx of PhalangesCreature 1

Source Pathfinder #181: Zombie Feast
Perception +5 (darkvision)
Languages none
Skills Acrobatics +8
Str +1, Dex +3, Con +4, Int -5, Wis +0, Cha -5

AC 15; Fort +9; Reflex +8; Will +5;
HP 16
Speed 20 feet
Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, precision, sickened, unconscious
Weaknesses Area Damage 3, Splash Damage 3
Resistances Cold 3, Electricity 3, Fire 3, Piercing 3, Slashing 3


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.

Predetermined Path

A phalanx of phalanges knows a single path on even ground no longer than 100 feet, as determined by its creator. The phalanx of phalanges makes no actions other than moving along this path or making Countless Digits attacks against creatures in its way. If impeded on this path or if it takes damage, the phalanx of phalanges is unbound from its path and is permanently berserk, attacking nearby creatures to the best of its ability.

Countless Digits One Action

Each other creature in the phalanx of phalanges' space takes 1d6 piercing damage (1d6 + 2 piercing damage if the swarm is berserk) (DC 17 basic reflex). On a critical failure, the target is thoroughly pinned by the phalanges, becoming Immobilized until it Escapes (DC 17) or until any creature uses 2 Interact actions to scrape away the bones pinning them down.

Made up of hundreds of finger and toe bones, a phalanx of phalanges clatters along the ground in an eerily uniform manner.

Commonly mistaken for undead, animated bones are mindless constructs with no connection to necromancy. The following are examples of typical animated bones.



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.


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.


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.