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WarswornCreature 16


UncommonNEGargantuanUndead
Source Pathfinder Bestiary
Perception +27 (darkvision)
Languages Common, (can't Speak Any Language)
Skills Athletics +33
Str +9, Dex +5, Con +7, Int -1, Wis +5, Cha +5

AC 37; Fort +29; Reflex +25; Will +27; +1 status to all saves vs. positive
HP 350 (negative healing)
Speed 30 feet
Immunities death effects, disease, paralyzed, poison, unconscious

Corpse Wave One Action +32 (+27, +22) to hit (magical) 4d12+9 Bludgeoning
Animated Weapon One Action +30 (+26, +22) to hit (agile, magical, reach 100, versatile b, versatile p) Chaotic
Scrap Ball One Action +28 (+23, +18) to hit (magical, range increment 100) 4d12+9 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.

+1 Status to All Saves vs. PositiveNegative Healing

A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.

Attack of Opportunity Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Frightful Presence (aura, emotion, fear, mental)

100 feet Aura DC 35 will


A creature that first enters the area must attempt a Will save.

Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.


Critical Success The creature is unaffected by the presence.

Success The creature is Frightened 1.

Failure The creature is Frightened 2.

Critical Failure The creature is Frightened 4.

Absorb Free Action (death, divine, necromancy)

Trigger The warsworn moves into a Dying creature's space.


Effect The warsworn absorbs the dying creature into itself, instantly killing the creature and healing the warsworn for a number of Hit Points equal to the creature's level. As long as the warsworn still exists, absorbed creatures can't be resurrected except by Wish or a similarly powerful effect.

Animated Weapons (divine, evocation)

The warsworn assumes control of unattended weapons within 100 feet, forcing them to levitate around it. The warsworn can telekinetically wield these weapons to make melee Strikes with a reach of 100 feet.

Energy Drain (divine, necromancy)

When a warsworn hits with a corpse wave Strike or damages a creature with Trample, the target must succeed at a DC 35 fortitude save or become Drained 2 and Doomed 1. On a critical success, the target becomes temporarily immune to the warsworn's energy drain for 24 hours.

Plummet

A creature hit by a warsworn's scrap ball Strike must attempt a DC 37 reflex save. On a failure, the target falls Prone; if the target was airborne, it falls up to 120 feet, taking damage from the fall and landing prone if the descent brings it to the ground. On a critical failure, the target is also held under a pile of scrap (DC 37 to Escape).

Trample Three Actions

Huge or smaller, corpse wave, DC 37 basic reflex save


The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).


A warsworn is an animate mass of corpses composed of dozens, sometimes even hundreds, of victims of battle. They are formed by deities of undeath or war or, rarely, spontaneously manifest from the devastation of an especially horrendous battle.


Traits

Uncommon

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.