CursebreakerCreature 9
Source Pathfinder Adventure: The Slithering
Perception +18 (darkvision)
Languages none
Skills Lore +12, Athletics +23
Str +6, Dex +0, Con +4, Int -5, Wis +3, Cha -5
AC 27; Fort +21; Reflex +17; Will +20;
HP 140
Speed 20 feet
Immunities acid, magic
Fist
+21 (+16, +11) to hit (magical, reach 10, unarmed) 2d10+10 BludgeoningGolem Antimagic
Harmed by cold and water (5d8 untyped, 2d6 untyped from areas or persistent damage); healed by acid (area 2d6 healing HP); slowed by earth
A golem is immune to spells and magical abilities other than its own, but each type of golem is affected by a few types of magic in special ways. These exceptions are listed in shortened form in the golem's stat block, with the full rules appearing here. If an entry lists multiple types (such as "cold and water"), either type of spell can affect the golem.
- Harmed By Any magic of this type that targets the golem causes it to take the listed amount of damage (this damage has no type) instead of the usual effect. If the golem starts its turn in an area of magic of this type or is affected by a persistent effect of the appropriate type, it takes the damage listed in the parenthetical.
- Healed By Any magic of this type that targets the golem makes the golem lose the slowed condition and gain HP equal to half the damage the spell would have dealt. If the golem starts its turn in an area of this type of magic, it gains the HP listed in the parenthetical.
- Slowed By Any magic of this type that targets the golem causes it to be Slowed 1 for 2d6 rounds instead of the usual effect. If the golem starts its turn in an area of this type of magic, it's slowed 1 for that round.
- Vulnerable To Each golem is vulnerable to one or more specific spells, with the effects described in its stat block.
A Stone to Flesh spell negates Cursebreaker's golem antimagic and its resistance to physical damage for 1 round.
A Petrify spell reverses this effect immediately.
Impose Paralysis
(incapacitation)Trigger Cursebreaker hits a Slowed creature
Effect The creature must succeed at a DC 27 fortitude save or become Paralyzed for 1 round.
Inexorable March
DC 32 fortitude
On a critical success, the resisting creature takes no damage; otherwise it is damaged as if hit by Cursebreaker's fist.
The golem Strides up to its Speed, pushing back each creature whose space it moves into and damaging them if they try to stop its movement. A creature can attempt to bar the way by succeeding at a Fortitude save.
Slowing Pulse
(arcane, concentrate)Each creature in a 10-foot emanation must succeed at a DC 27 fortitude save or be Slowed 1 for 1 minute.
Cursebreaker can't use Slowing Pulse again for 1d4 rounds.
Undo CurseCursebreaker can cast a 10th-rank Cleanse Affliction spell at will, targeting every resident of the city of Kibwe. Cursebreaker must be stationed in the upper level of the Archive of the Sun with its sun symbols activated to use this ability.
Arcane Innate Spells (DC 0, +0 to hit)
4th Level: Remove Curse (At Will) (See Undo Curse)
Traits
A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.
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.
MindlessA 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.