Statue Of SetCreature 6
Source Pathfinder Society Quest #1: The Sandstone Secret
Perception +13 (darkvision)
Languages none
Skills Athletics +15
Str +6, Dex -1, Con +6, Int -5, Wis +0, Cha -5
AC 24 20 when broken); construct armor; Fort +15; Reflex +8; Will +7;
HP 80 (Hardness 10)
Speed 30 feet
Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious
Stone Fist +17 (+12, +7) to hit (magical) 2d12+4 Bludgeoning
Flaming Coal +17 (+12, +7) to hit (fire, magical, range increment 80) 2d6+4 Bludgeoning + 2d8 Fire
Flaming Coal (Brazier Extinguished) +17 (+12, +7) to hit (magical, range increment 80) 2d6+4 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.
Construct Armor (Hardness 10)Like normal objects, the statue of Set has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness.
Once the statue is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks and its Armor Class is reduced to 20.
BrazierThe statue carries a wide brazier full of hot coals. To make flaming coal Strikes or use Burn Alive, the statue must have the brazier held in one hand or otherwise have it within reach.
Instead of targeting the statue with an attack, a creature can target the brazier directly. The brazier has the same AC and saves as the statue.
Dealing 15 cold damage to the brazier or dousing it with at least 2 gallons of water extinguishes the coals. This prevents the statue from using Burn Alive and causes its ranged attacks to no longer deal 2d8 fire damage.
Burn Alive (fire)The statue grinds a creature it has grabbed into the red-hot coals of its brazier. The target takes 3d6 fire damage and 1d8 Persistent Fire Damage
GrabRequirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.
Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
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.
EarthEffects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element.
MindlessA 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.