WeykowardCreature 10
Source Pathfinder #177: Burning Tundra
Perception +18 (Darkvision)
Languages none
Skills Athletics +21, Stealth +17
Str +7, Dex +5, Con +3, Int -4, Wis +0, Cha -5
AC 29; Fort +23; Reflex +19; Will +16;
HP 145
Speed 25 feet
Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious
Resistances Physical 10
Fist +23 (+18, +13) to hit (magical) 2d12+13 Bludgeoning
Aura of Discarded Things (aura, occult, transmutation)
30-foot emanation Aura
Items in the emanation can't regain Hit Points unless the effect that attempts to repair them counteracts the aura, which has a counteract level of 5 and a counteract DC of 30.
Debris ShieldTrigger The weykoward is targeted by an attack from an attacker it can see
Effect The weykoward intercepts the attack with junk, gaining a +2 circumstance bonus to its AC against the triggering attack. If the attack misses and the attacker is within the weykoward's reach, it can Shove the attacker. It doesn't need a hand free to Shove.
Wasting Gaze (occult, transmutation)The weykoward glances at an item of 4 Bulk or less it can see within 30 feet. A creature holding or wearing the object must attempt a DC 26 will save. An unattended item always critically fails this save.
Critical Success The targeted item is unaffected. All of the creature's equipment is immune to Wasting Gaze for 24 hours.
Success The item is unaffected.
Failure The item loses 10d6 Hit Points; this can make the item broken, but it can't reduce the target's Hit Points beyond its Broken Threshold.
Critical Failure The target item loses 20d6 Hit Points. This can't reduce the item below 1 Hit Point.
Traits
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.
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.
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.