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Siege ShardCreature 3

Source Pathfinder #157: Devil at the Dreaming Palace
Perception +9 (darkvision)
Languages none
Skills Athletics +9, Stealth +10
Str +2, Dex +3, Con +2, Int -4, Wis +2, Cha -4

AC 19 15 when broken; Fort +12; Reflex +6; Will +9;
HP 37 (Hardness 5)
Speed 0 feet (fly 25 feet)
Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious

Slam One Action +11 (+6, +1) to hit 1d8+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.


Mental damage ignores a siege shard's hardness.

Additionally, proving the siege shard's generative conflict is over with the Prove Peace activity reverts the creature to ordinary stone.

Hardness 5Surreptitious Siege

While a siege shard is embedded within a structure while using Meld into Stone, the structure and all objects within it take twice as long to repair.

Overwhelming Anguish Two Actions (emotion, enchantment, mental, occult)

Frequency once per minute

Effect The siege shard emits a disorienting psychic blast. All creatures within a 15 feet emanation take 4d6 mental damage (DC 20 basic will save).

Rejuvenation (abjuration, occult)

When a siege shard is destroyed within 100 feet of a structure, it reforms after 2d4 #days days within the nearest structure, fully healed.

A siege shard within a structure can permanently destroyed by the Prove Peace activity.

Innate Occult Spells (DC 20, +12 to hit)

Cantrips (2nd Level): Mage Hand, Telekinetic Projectile
2nd Level: Telekinetic Maneuver
3rd Level: Meld into Stone (At Will)



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.