Forge-SpurnedCreature 5
Source Pathfinder #148: Fires of the Haunted City
Perception +11 (darkvision)
Languages Common, Dwarven, Sakvroth
Skills Lore +12, Athletics +14, Crafting +14
Str +5, Dex +2, Con +4, Int +1, Wis +2, Cha +0
AC 22; Fort +15; Reflex +9; Will +11;
HP 75 (eternal damnation, void healing)
Speed 20 feet
Immunities bleed, death effects, disease, fire, paralyzed, poison, unconscious
Weaknesses Cold 5
Soul Chain
+15 (+10, +5) to hit (disarm, trip) 2d8+5 Slashing + 1d6 FireWarhammer
+14 (+9, +4) to hit (shove) 1d8+7 BludgeoningEnternal Damnation (divine)
As long as its soul chain remains intact, a forge-spurned can't be truly destroyed. It rises again fully healed at the next sundown, even if its physical body was destroyed.
Searing Heat (fire)A creature that touches the forge-spurned (including Grappling it or hitting it with an unarmed attack) takes 2d6 fire damage (DC 21 reflex save).
Void HealingA creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
Forge Breath
(divine, fire)The forge-spurned breathes a cloud of stinging soot, ash, and glowing embers. This can affect either a 30-foot cone or a 20-foot burst centered on the forge-spurned and persists for 1d4 rounds.
Each creature that moves into or starts their turn in the area takes 6d6 fire damage, with a DC 21 reflex save. A creature that fails its save is also Blinded for 1 minute.
Creatures within the cloud are Concealed, though not from the forge-spurned.
The forge-spurned can't use Forge Breath again until it has used Inflate Bellows.
Inflate Bellows
Requirements The forge-spurned has used Forge Breath.
Effect The forge-spurned re-inflates its flaccid lungs, enabling it to use Forge Breath again.
Soul Chain (divine, fire)If a creature is slain by an attack from the soul chain and the forge-spurned is able to retain the creature's corpse, it can bind the creature's soul into the soul chain (as Seize Soul) with a day of work at a forge and a DC 20 crafting check.
An individual whose soul is bound in this way can't be resurrected unless the soul chain is destroyed (Hardness 10, 40 HP, BT 20).
Evil dwarves who die having failed to live up to the exacting standards of the duergar god Droskar are sometimes forced to return to the material world as undead abominations known as forge-spurned.
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.
FireEffects 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.
UndeadOnce living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.
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.