Painted RamCreature 8
Source Pathfinder #218: Titanbane
Perception +17 (darkvision)
Languages none
Skills Athletics +18
Str +6, Dex +3, Con +4, Int -5, Wis +1, Cha -5
AC 27; Fort +18; Reflex +15; Will +13;
HP 120
Speed 30 feet (climb 20 feet)
Weaknesses Acid 10
Horn
+20 (+15, +10) to hit (unarmed) 2d10+9 BludgeoningHoof
+16 (+12, +8) to hit (agile, unarmed) 2d8+9 BludgeoningConstruct Armor (Hardness 11)
Like normal objects, a painted ram has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once a painted ram is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks, removing the Hardness and reducing its Armor Class to 23.
Ramming Charge
(attack, move)The painted ram Strides up to two times, then makes a horn Strike with Improved Knockdown.
Sticky PaintA painted ram's Strikes splatter paint on the target. On a critical hit, this paint swiftly dries, and the target becomes Clumsy 1 for 10 minutes. As an Interact action, the target or an adjacent creature can remove enough paint to end the condition.
Knockdown
Requirements The monster's last action was a successful Strike that lists Knockdown in its damage entry
Effect The monster attempts to [/act trip] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty.
Improved Knockdown
Trigger The monster's last action was a successful Strike that lists Improved Knockdown in its damage entry
Effect The monster attempts to [/act trip] the creature as a free action. This attempt neither applies nor counts toward the monster's multiple attack penalty.
This mindless construct takes the form of a two-dimensional portrait given life or an illustration painted in three dimensions with magical pigments.
Painted Treasure
A painted creature's gear is part of the creature and is also made of magical paint. Such gear can't be disarmed. If the painted creature drops any gear, the item melts into a glob of paint a moment later—after dealing damage, for thrown and projectile weapons. Painted gear (including ammunition) is restored to a painted creature automatically 24 hours after it's lost. At the GM's discretion, a talented PC artist might rescue a painted item by immediately and successfully Repairing it, using a hard DC of the painted creature's level. This might allow PCs to recover a unique (even magical) item that existed only in the original artist's imagination.
Painted Behavior
Painted creatures typically adopt the behaviors of whatever they resemble. This results in creatures like a painted sheep bleating worriedly and grazing, even though any grasses consumed sit inertly inside its improvised belly before eventually seeping though its body and plopping on the ground.
Intelligent creatures animated in this way sometimes develop a limited vocabulary. However, the construct remains mindless, their utterances follow only the most simplistic logic, and their words fall short of anything that could be considered conversation. With careful instruction, such constructs can perform mundane chores.
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.
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.