Azmakian EffigyCreature 7
Source Pathfinder #182: Graveclaw
Perception +15 (darkvision)
Languages Common, Diabolic
Skills Athletics +17, Intimidation +15, Stealth +13
Str +6, Dex +4, Con +5, Int +0, Wis +1, Cha +2
AC 25; Fort +18; Reflex +12; Will +15;
HP 110
Speed 30 feet
Resistances Fire 10, Physical 10
Horn
+18 (+13, +8) to hit (unarmed, unholy) 2d10+10 PiercingHoof
+18 (+14, +10) to hit (agile, unholy) 2d8+10 BludgeoningBreath Weapon
(divine)The Azmakian effigy exhales rusting gas in a 15-foot cone. The gas deals 2d6 untyped damage to the highest-level metal item carried by every creature in the area, ignoring these items' Hardness (DC 22 fortitude); unattended metal items in the area take this damage automatically. The Azmakian effigy can't use its Breath Weapon again for 1d4 rounds.
Powerful Charge
The Azmakian effigy Strides twice and then makes a horn Strike. If it moved at least 20 feet from its starting position, the Strike's damage is increased to (3d10+10) piercing damage.
Xar-Azmak, the demonic Lord of Rust, was destroyed long ago by Dispater. Some weapons of his infernal legions remain and among the most infamous are Azmakian effigies: fearsome infernal constructs shaped in his image.
Although made of iron, an Azmakian effigy's exterior is thick with rust that flakes off as the construct moves and fights. Effigies charge into battle on massive hooves, impaling enemies on long, curving horns. The effigy's most well-known attack-and the ability that makes even the bravest warrior tremble-is their terrible rusting breath, which can reduce even legendary magical weapons to useless scrap. Wise adventurers attempt to fight an effigy at a distance, but these constructs are surprisingly swift and able to outrun many foes.
The secret to creating Azmakian effigies is thought to be lost, but infernal libraries might still contain the necessary rituals and list of ingredients. Xar-Azmak once commanded ranks of effigies that numbered in the thousands, but most of those who survived his destruction were trapped in Hell, where they were pursued by Dispater's forces and eventually destroyed. Those few who offered their services to Xar-Azmak's devoted worshippers on Golarion survived this purge. With the death of Xar-Azmak, much of the lore to repair the effigies was lost. When one of these constructs is found, they're often suffering some form of long-term damage.
Traits
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.
ConstructA construct is an artificial creature empowered by a force other than vitality or void. Constructs are often mindless; they are immune to bleed, death effects, disease, healing, nonlethal attacks, poison, spirit, vitality, void, 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.
FiendCreatures that hail from or have a strong connection to the unholy planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.
UnholyEffects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.