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Tallow GuardianCreature 7


RareNMediumConstructMindless
Source Pathfinder Adventure: Crown of the Kobold King
Perception +13 (darkvision)
Languages none
Skills
Str +5, Dex +0, Con +2, Int -5, Wis +0, Cha -5

AC 23; Fort +15; Reflex +11; Will +13;
HP 145
Speed 20 feet
Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious
Weaknesses Cold 10
Resistances Fire 5, Physical 5

Fist One Action +18 (+13, +8) to hit (magical) 2d8+8 Bludgeoning

Molten Wax

All persistent fire damage caused by a tallow guardian comes from globs of molten hot tallow that cling to its foes. This tallow cools automatically after 4 rounds, or immediately if the creature takes any cold damage; once the tallow cools, the persistent fire damage ends.

Melt

If a tallow guardian takes any fire damage, its body melts somewhat and becomes even more difficult to damage. Until the end of its next turn, its resistance to slashing and piercing damage increases to 10, and its resistance to bludgeoning damage increases to 5.

Slowed by Cold

If a tallow guardian takes any cold damage, it loses the benefits granted by melt and becomes Slowed 1.

Encase One Action (attack)

The tallow guardian attempts to pull a Medium or smaller creature it has Grabbed into its body. The tallow guardian attempts an Athletics check opposed by the grabbed creature's Reflex DC. If it succeeds, it encases the creature with its body. An encased creature is grabbed, is Slowed 1, and must hold its breath or start suffocating. It takes 2d6 fire damage from the tallow guardian's molten hot wax when it's first encased, and at the end of each of its turns while it's encased.

A tallow guardian can only have one encased creature at a time; if a tallow guardian encases a new creature, a previously encased creature is forced out of its body into an adjacent square of the creature's choice.

An encased creature can break free with a successful DC 22 check to Escape. An encased creature can attack the tallow guardian, but only with unarmed attacks or with weapons of light Bulk or less. The tallow guardian is Flat-Footed against the attack. If the tallow guardian takes 7 or more bludgeoning or slashing damage from an encased creature, the creature wrenches itself free. A creature that gets free by either method can immediately breathe and exits the tallow guardian's space, but it continues to take 1d6 Persistent fire Damage from the molten wax that clings to its body.

If a tallow guardian is destroyed, any creature it has encased is automatically released as the guardian's body collapses into a shapeless mound of tallow.


A tallow guardian typically appears as a vaguely humanoid-shaped mass of tallow or wax, its surface constantly melting, running down its body, and then hardening only to be reabsorbed into the central mass. The tallow guardian's face seems constantly on the verge of melting into a shapeless blob, yet the unsettling construct can still sense the world around it with ease.


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.