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Shadowforged GuardianCreature 10


RareNMediumConstructMindless
Source Pathfinder #183: Field of Maidens
Perception +18 (greater darkvision)
Languages none
Skills Athletics +23
Str +7, Dex +5, Con +3, Int -5, Wis +0, Cha -5

AC 29; Fort +19; Reflex +21; Will +14;
HP 170
Speed 30 feet
Immunities death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, unconscious
Weaknesses Slashing 10
Resistances Cold 10, Physical 10

Claw One Action +23 (+19, +15) to hit (agile, reach) 2d8+11 Slashing + 1d6 Cold

Greater Darkvision

A creature with greater 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 creature with greater darkvision, however, can see through even these forms of magical darkness.

Eager Shadows

The shadowforged guardian increases all of its Speeds by 30 feet during the first round of combat after rolling initiative.

Induction Word

Each shadowforged guardian is activated during creation by a special word or short phrase spoken by its creator, and hearing this induction word resets its functions. If the guardian hears a creature within 30 feet utter its induction word, the guardian must succeed at a DC 26 will save or become Stunned 1 (Stunned 3 on a critical failure). Regardless of the result of this save, it's immune to utterances of its induction word until the end of its next turn.

Twilight Aura (aura, illusion, occult, shadow)

30-foot emanation Aura

The shadowforged guardian's presence dims light and brightens shadows to a strange, twilit half-light. Light can't emanate brighter than dim light in this area while darkness is simultaneously illuminated to dim light. The shadowy aura automatically attempts to counteract any 5th-level or lower magical light or darkness effect brought into this aura or created in this area (counteract check +21, 5th level). As long as the guardian is in dim light, it gains a fly Speed of 30 feet.

Shadow Breath Two Actions (necromancy, occult, shadow)

The shadowforged guardian expels a 30-foot cone of twisting shadows from its mouth. All creatures in the area must attempt a DC 29 fortitude save. The guardian can't use Shadow Breath for 1d4 rounds.


Critical Success The creature is unaffected.

Success The creature is Enfeebled 1 until the end of its next turn.

Failure The creature is enfeebled 1 for 1 hour and Slowed 1 for 1 minute.

Critical Failure The creature is Enfeebled 2 for 24 hours and Slowed 2 for 1 minute.

Push One Action

Requirements The monster's last action was a success with a Strike that lists Push in its damage entry.


Effect The monster automatically knocks the target away from the monster. Unless otherwise noted in the ability description, the creature is pushed 5 feet. If the attack was a critical hit, this distance is doubled.


Shadowforged guardians are created through the intricate and dangerous process of siphoning penumbral energies and matter from the Shadow Plane and then binding them to a physical skeleton of wood and metal.

The first shadowforged guardians were created thousands of years ago in Nidal and were usually crafted in the likeness of that nation's patron deity, Zon-Kuthon. Shadowforged guardians are understandably in high demand; unfortunately, only the person who speaks a special word or phrase at the moment of the construct's creation can command it. Those who know the hidden formula to craft these constructs guard the secret well and only a few shadowcasters deign to create these guardians on another person's behalf-for a hefty price.


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.

Mindless

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.