PaleohemothCreature 12
Source Pathfinder Monster Core
Perception +20 (darkvision)
Languages none
Skills Athletics +20
Str +7, Dex +2, Con +6, Int -5, Wis +0, Cha -5
AC 33; Fort +26; Reflex +20; Will +18;
HP 195
Speed 25 feet
Weaknesses Cold 10, Earth 10, Water 10
Resistances Physical 10, Spells 10
Jaws
+26 (+21, +16) to hit (deadly d10, magical, reach 15, unarmed) 3d10 + 13 PiercingFossilization (arcane, incapacitation)
The first time each round a creature takes damage from the paleohemoth's jaws, the target must attempt a DC 32 fortitude save. If it fails and has not already been slowed by this ability, it becomes Slowed 1 for 1 minute.
If the creature was already slowed by this ability, a failed save causes it to be Petrified permanently.
Reassemble
The paleohemoth reorganizes its bones, increasing its reach to 25 feet and reducing its Speed to 15 feet. It can revert to its original form by taking this action again.
Paleohemoths are typically made from the fossilized bones of dinosaurs and other ancient megafauna, though some crafters stretch the definition and instead use magically petrified bones of dragons or even giants. Not bound to any specific model, paleohemoths are crafted to be as terrifying as possible instead of models of anatomic accuracy. As such, most paleohemoths are nightmarish saurian amalgams whose massive arms end with the complete skulls of apex predators like tyrannosauruses, their bite enhanced to petrify flesh.
Intact fossilized bones are difficult components to scrounge, much less whole skeletons. An alternate way to obtain them is to hire expert hunters or adventurers to seek out live dinosaurs, bring back the bones, and use magic to turn them to stone. Of course, some purists prefer genuine fossilized bones and are willing to pay the price for their acquisition. Either way, opportunities await enterprising souls with the proper tools and several spacious pouches.
The magic that animates paleohemoths grants them a form of modular flexibility, letting them trade mobility for extended reach through the rapid rearrangement of their limbs. This often involves bones moving from the legs in order to extend the arms. While this does lead to a somewhat silly anatomy, it is nonetheless effective. This ability also lets them appear like a jumbled mass of bones at rest, making them likely to be mistaken for decor rather than guardians.
The reasons for creating such constructs vary. While they're often associated with guarding evil geniuses in deep, dark dungeons, they have great uses elsewhere. More elegant versions may be used to protect the private collections of upper-class collectors. Thuvia makes great use of paleohemoths in their construct arenas. While they weren't initially permitted to fight, an exploited loophole has made them a popular addition to the arenas ever since.
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.