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Charnel CreationCreature 8


UncommonLargeConstructMindless
Source Pathfinder Monster Core
Perception +12 (darkvision)
Languages none
Skills Athletics +19
Str +5, Dex -1, Con +3, Int -5, Wis +0, Cha -5

AC 26; Fort +18; Reflex +14; Will +15;
HP 140
Speed 25 feet
Immunities electricity
Resistances Physical 5, Spells 5

Fist One Action +20 (+15, +10) to hit (magical, reach 10, unarmed) 2d10+7 Bludgeoning

Berserk

A severely damaged charnel creation has a chance of going berserk. If it has 40 or fewer HP at the start of its turn, the creation must succeed at a DC 5 flat or go berserk. A berserk creation wildly attacks the nearest living creature, or the nearest object if no creatures are nearby. A creation loses its immunity to mental effects while berserk.

Electric Healing

Any time a charnel creation would be affected by an effect with the electricity trait, it loses any Slowed condition it has and gains HP equal to half the damage the spell would have dealt. If the creation starts its turn in an area that deals electricity damage, it gains 2d4 healing2d4 HP.

Electric Reflexes Reaction

Trigger The creation would be affected by an effect with the electricity trait and a creature is in its reach


Effect The creation lashes out and tries to grab a nearby creature. The creation attempts an Athletics check to Grapple a creature within reach. The creature also takes 3d6 electricity damage on a success, or 6d6 electricity damage on a critical success.

Berserk Slam One Action

Requirements The charnel creation is berserk


Effect The charnel creation Strikes with its fist at a –1 circumstance penalty. If it hits, it deals 1d6 extra damage and knocks the target Prone.


Made of odd scraps of skin and muscle, a charnel creation is a grotesque parody of life. Though it has no mind, it can still go into a berserk rage when harmed, giving it a faint semblance of emotion. These constructs are often fashioned to guard the secret laboratories, unhallowed funerary grounds, and bloody charnel houses of fleshwarpers and necromancers who feel no compunctions about desecrating corpses for their own ends. Though the first charnel creation is believed to have been a misguided attempt to create life from simple base elements, these monstrosities are far from human. In isolated cases, echoes of a personality might rise in a charnel creation if the brain used as part of its construction belonged to a particularly powerful personality, but such tragic instances are (thankfully) rare in the extreme.


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.

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.

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.