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MelomachCreature 13


HugeElementalMetal
Source Pathfinder Rage of Elements
Perception +19 (darkvision)
Languages Talican
Skills Athletics +30, Crafting +21, Intimidation +28, Performance +26
Str +9, Dex +4, Con +9, Int +0, Wis +2, Cha +7

AC 33; Fort +26; Reflex +23; Will +23;
HP 292
Speed 25 feet
Immunities bleed, paralyzed, poison, sleep
Resistances Electricity 15

Fist One Action +26 (+22, +18) to hit (agile, reach 15, unarmed, versatile p, versatile s) 3d12+18 Bludgeoning
Lightning One Action +21 (+16, +11) to hit (electricity, magical) 3d10+16 Electricity

Heavy

As long as it is immobile, the elemental can't be forcibly moved or knocked Prone. If it takes a move action, it loses this immunity until the start of its next turn.

Lightning Punch Two Actions

The melomach makes a fist Strike, then makes a lightning Strike against a different creature within 120 feet of the fist Strike's target. Both Strikes count toward the melomach's multiple attack penalty, but it doesn't increase until after both attacks are made.

Rhythmic Stomp One Action (emotion, mental, primal)

Frequency once per round


Effect The melomach's footsteps raise a clanging sound through their body to create a brief musical phrase. The melomach Strides, then generates the effect of one of the following bard composition cantrips at 7th rank: Allegro, Dirge of Doom (adds the fear trait), or Triple Time.

Scream Two Actions (primal, sonic)

The melomach unleashes a guttural, ear-piercing wail. All creatures in a 120-foot cone take 7d12 sonic damage with a DC 32 fortitude save.

The melomach can't Scream again for 1d4 rounds.


Critical Success The creature is unaffected.

Success The creature takes half damage.

Failure The creature takes full damage, is Stunned 1, and is Deafened for 1 minute.

Critical Failure The creature takes double damage, is Stunned 3, and is deafened permanently.


Melomachs are massive, vaguely humanoid elementals composed of metal debris. They take great pride in decorating and augmenting their metallic bodies with haphazardly placed spikes, blades, humanoid or bestial skulls, and other similar adornments, the more ostentatious the better. When two melomachs meet, the resulting contests of physical might and vocal prowess can last for days, often leaving the landscape ravaged for miles in every direction.


Traits

Common

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.

Elemental

Creatures directly tied to an element and native to the elemental planes. Elementals don't need to breathe.

Metal

Effects 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.