Lithic LocusCreature 14
Source Pathfinder Rage of Elements
Perception +25 (darkvision, tremorsense (imprecise) 60 feet)
Languages Petran, Plus One Ancient Language
Skills Lore +29, Athletics +26, Society +25
Str +6, Dex +0, Con +6, Int +7, Wis +6, Cha +2
AC 35; Fort +27; Reflex +21; Will +27;
HP 260
Speed 30 feet
Immunities bleed, paralyzed, poison, vitality, void
Ancient Stone
+28 (+23, +18) to hit (earth, magical) 3d8+16 BludgeoningTremorsense (Imprecise) 60 feet
Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.
AntiquesA lithic locus contains at least one magic item. Any such antiques are durable, permanent items that were part of the locus's site and typify their culture. The locus receives the benefits of such an item as if wearing or holding it and can activate it. A lithic locus typically has an item of their level.
BuryAny creature hit by the locus's ancient stone Strike is partially buried in a tide of earth and rock, becoming Immobilized ([/act escape dc=34]).
Echo the Past
The locus calls forth a remnant of the past civilization to impart a lesson or control the present. Using this ability again ends any previous manifestation. The locus casts one of the following occult innate spells (DC 34) for the listed purpose.
Dominate The dominated creature takes on the role of a historical figure or someone in the social hierarchy (such as high priest) from the locus's civilization.
Illusory Scene The scene reenacts a historical event from the locus's civilization.
Invoke Spirits The spirits are drawn from the locus's memories of people from their civilization.
Wall of Stone The locus recreates the wall of a building from their civilization, complete with decorations.
Occult Innate Spells (DC 34, +26 to hit)
Cantrips (7th Level): Daze
3rd Level: One with Stone
5th Level: Illusory Scene (Echo the Past), Invoke Spirits (Echo the Past), Wall of Stone (Echo the Past)
6th Level: Dominate (Echo the Past)
Civilizations die, buried by time, but their memory may yet linger in shattered pottery, collapsed edifices, and destroyed artwork, compressed and clarified under the weight of rock and soil. Some excavated sites might still hold a sliver of consciousness in their base materials, which walks again as an avatar of an extinct people when awakened. These lithic loci represent the triumphs and folly of their society. Speaking to one is speaking to a witness of an archaic time. The lithic locus's persona expresses their culture in all dimensions, and thus the attitudes of lithic loci vary greatly. Their appearances show the aesthetics and technology of their time, suspended in a cloud of excavated earth.
As plentiful as archaeological sites are in the Universe, the Plane of Earth holds countless more of far older provenance. Some of its inhabitants have even found lithic loci from peoples far older than themselves, seeing directly what would remain should they dwindle out of living memory. This has led some civilizations to even plan their decline by leaving a legacy in the living rock.
Ancient Finds
Lithic loci often contain important and valuable items. None of these elemental constructs are likely to agree to be looted, but some loci bestow their antiquities upon worthy successors, proud to see their culture's creations put to effective use in the modern day. Lithic loci can also direct earnest seekers to other lost treasures, helping to restore knowledge of an extinct society.
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.
EarthEffects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a connection to magical earth.
ElementalCreatures directly tied to an element and native to the elemental planes. Elementals don't need to breathe.
SpiritEffects with this trait can affect creatures with spiritual essence and might deal spirit damage. A creature with this trait is defined by its spiritual essence. Spirit creatures often lack a material form.