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Brass BastionCreature 14


RareHugeConstructFireMindless
Source Pathfinder Rage of Elements
Perception +22 (darkvision)
Languages none
Skills Athletics +30
Str +8, Dex +0, Con +7, Int -5, Wis +0, Cha -5

AC 36; Fort +27; Reflex +22; Will +20;
HP 205
Speed 25 feet
Immunities bleed, paralyzed, fire, sleep, poison, vitality, void
Resistances Physical 15, Spells 15

Falchion One Action +28 (+23, +18) to hit (forceful, magical, reach 15, sweep) 2d10+12 Slashing
Fist One Action +26 (+22, +18) to hit (agile, magical, reach 15, unarmed) 2d6+12 Bludgeoning

Molten Demise (arcane, fire)

When a brass bastion is destroyed, its body explodes in a flurry of elemental flame and superheated brass, dealing 4d6[piercing],4d6 fire4d6 piercing damage and 4d6 fire damage to creatures in a 20-foot emanation (DC 34 reflex save).

Breathe Smoke Two Actions (arcane, fire)

The brass bastion exhales superheated smoke and cinders in a 10-foot burst centered on a corner of its space. The smoke persists for 1 round. Any creature in the area (or that later enters the area) takes 15d6 fire damage (DC 34 reflex save); on a critical failure, the creature catches fire, taking 2d6 persistent,fire damage as well. All creatures in the smoke become Concealed, and all creatures outside the smoke become concealed to creatures within it. The brass bastion can't Breathe Smoke again for 1d4 rounds.

Heat Weapon

Metal weapons wielded by a brass bastion superheat, dealing 1d10 additional fire damage (included in its statistics).


Brass bastions are formidable sentinels crafted from elemental fire and extraplanar brass. While they can be shaped into many forms, most depict muscular warriors with curving horns and stern or taunting expressions. Within each brass shell is a raging inferno—the source of its ceaseless heat.

Though ifrits originally created brass bastions to act as servants and guards, the knowledge of how to craft them has spread throughout the Plane of Fire. They can even be found on the Plane of Earth thanks to interplanar trade. In Medina Mudii'a, brass bastions walk the streets, tend shops, and stand guard. Bespoke brass bastions are passed down as family heirlooms or gifted to business partners and allies. Scions of the wealthiest ifrit lineages never travel without a train of brass bastions clad in family livery. Destroying a rival ifrit's brass bastion is a quick way to erode their political status, though anyone caught performing such sabotage faces swift retribution.

Most brass bastions prominently display the sigil of their owner or maker, though magical methods can also determine who crafted a specific construct. Brass bastions forged by favored artisans are a status symbol in many ifrit communities. Ifrits consider a brass bastion crafted by a non-ifrit to be inherently inferior, barely worth the cost of its materials. Brass bastions obey magical programming imprinted at the time of their creation or follow commands from their owners. Most can't speak, but a few have magical voices and can parrot simple phrases, recite poetry, or tell bedtime stories at the crafter's fancy.

Brass Scraps

On the Plane of Fire, destroyed brass bastions are sold as scrap to enterprising ifrits, who reforge the remains into new brass bastions. Many ifrits pay more for the remains of a brass bastion crafted by their rivals yet react violently when offered brass bastion remains they originally created. Thus, identifying a brass bastion's original crafter is a valued skill. Few non-ifrits dare trade in brass bastion scraps, save in extralegal markets.


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 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.

Fire

Effects with the fire trait deal fire damage, or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a connection to magical fire.

Mindless

A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental attribute modifiers are –5. They are immune to all mental effects.