AeolaekaCreature 12
Source Pathfinder #183: Field of Maidens
Perception +23 (darkvision, tremorsense (precise) 60 feet)
Languages Draconic, Empyrean, Petran, Tongues
Skills Athletics +25, Diplomacy +22, Intimidation +22, Nature +23
Str +5, Dex +4, Con +7, Int +2, Wis +5, Cha +2
AC 33; Fort +25; Reflex +20; Will +23;
HP 250
Speed 25 feet (burrow 25 feet)
Weaknesses Cold Iron 15, Unholy 15
Holy Warhammer
+24 (+20, +16) to hit (agile, good, holy, magical, shove) 2d8+11 BludgeoningTremorsense (Precise) 60 feet
Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.
Constant SpellsA constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
EarthglideAn aeolaeka can Burrow through any earthen matter, including rock. When they do so, the aeolaeka moves at their full burrow Speed, leaving no tunnels or signs of their passing.
Liberate the Earth
(divine, earth)The aeolaeka conjures churning stones, creating a 60-foot line of rolling boulders that deals 10d6 bludgeoning damage. All creatures in the area must attempt a DC 32 reflex save, after which the area becomes difficult terrain for 24 hours before the leftover stone crumbles to dust. The aeolaeka can't Liberate the Earth for 1d4 rounds.
Critical Success The creature takes no damage.
Success The creature takes half damage.
Failure The creature takes full damage and is knocked Prone.
Critical Failure The creature takes double damage, is knocked prone, and is Immobilized by the rubble ([/act escape dc=32]).
Sacred Hammer (divine)Any bludgeoning weapon becomes a holy striking weapon while the aeolaeka wields it.
Statue
(concentrate)Until the next time they act, the aeolaeka appears to be a statue. They have an automatic result of 45 on Deception checks and DCs to pass as a statue.
Divine Innate Spells (DC 32, +24 to hit)
3rd Level: Earthbind (At Will)
4th Level: Weapon Storm
5th Level: Tongues (Constant), Wall of Stone
6th Level: Flesh to Stone, Stone Tell, Stone to Flesh
Aeolaekas, also known as stone azatas, embody the slow but inevitable chaos of rock itself. Stone is often thought to be steadfast and unchanging, but, when viewed on a grander scale over vast periods of time, stone can transform into things as diverse as intricate crystals and fine powder. To the aeolaeka, anything that could become either sand or diamond is the very incarnation of the chaos of reality-just on a slower scale. As a result of their stone affinity, aeolaekas are less capricious than other azatas, and some have willingly forged lasting accords or agreements with mortals. Stone-skinned aeolaekas are sometimes mistaken for statues and use this fact to hide in plain sight when they don't want their presence known.
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.
AzataThis family of celestials is native to Elysium. They are typically holy and have darkvision and a weakness to cold iron and unholy.
CelestialCreatures that hail from or have a strong connection to the holy planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.
HolyEffects with the holy trait are tied to powerful magical forces of benevolence and virtue. They often have stronger effects on unholy creatures. Creatures with this trait are strongly devoted to holy causes and often have weakness to unholy. If a creature with weakness to holy uses a holy item or effect, it takes damage from its weakness.