Living LodestoneCreature 6
Source Pathfinder Rage of Elements
Perception +14 (darkvision)
Languages none
Skills Athletics +15
Str +5, Dex +3, Con +4, Int +0, Wis +4, Cha +4
AC 23; Fort +14; Reflex +13; Will +16;
HP 95
Speed 20 feet
Immunities bleed, paralyzed, poison, sleep
Resistances Electricity 5
Jolt
+15 (+10, +5) to hit 2d6+8 ElectricityHurled Metal Object
+13 (+8, +3) to hit (magical, primal) 2d10+7 BludgeoningElectromagnetic Disruption
When living lodestone takes electricity damage, they automatically reverses polarity.
Magnetic Field (aura, metal, primal)60 feet.
A living lodestone constantly emits a powerful magnetic field that is either positively or negatively aligned. Each creature within the aura that is wielding a metallic weapon, wearing metallic armor, or made partially or entirely out of metal is subject to an effect determined by the lodestone's current polarity.
Negative An affected creature is pushed 5 feet away from the lodestone at the start of each of its turns, and it treats each square in the aura as difficult terrain when moving closer to the lodestone. Unattended metal objects in the aura of 2 Bulk or less are pushed just outside the aura.
Positive An affected creature is pulled 5 feet toward the lodestone at the start of each of its turns, and it treats each square in the aura as difficult terrain when moving farther from the lodestone. Unattended metal objects in the aura of 2 Bulk or less are pulled adjacent to the lodestone.
HoverA living lodestone floats above the ground high enough to ignore all difficult terrain and greater difficult terrain on the ground.
Magnetic Disarm
(primal)The living lodestone attempts to Disarm a metal weapon from a creature within its magnetic field. On a critical success, the weapon is either pushed to just outside the aura if the polarity is negative or is pulled to the lodestone and sticks to it if the polarity is positive. An item stuck to the lodestone can be wrenched free with an Interact action.
Reverse Polarity
The living lodestone switches the polarity of its magnetic field from positive to negative, or vice versa. Each creature affected by the lodestone's aura falls Prone unless it succeeds at a DC 21 reflex save.
The lodestone can't Reverse Polarity again for 1d4 rounds.
This rotating sphere of dark, shiny metal floats about 5 feet off the ground, constantly surrounded by a whirling frenzy of smaller metallic objects caught up in its powerful magnetic field.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ElementalCreatures directly tied to an element and native to the elemental planes. Elementals don't need to breathe.
MetalEffects with the metal trait conjure or manipulate metal. Those that manipulate metal have no effect in an area without metal. Creatures with this trait consist primarily of metal or have a connection to magical metal.