Reinforced Hot Spring StatueCreature 9
Source Pathfinder Society Scenario #6-11: The Godsrain and the Dragon
Perception +16 (darkvision)
Languages none
Skills Athletics +20
Str +6, Dex -1, Con +6, Int -5, Wis +0, Cha -5
AC 29 22 when broken); construct armor; Fort +20; Reflex +12; Will +11;
HP 135
Speed 30 feet
Stone Fist
+22 (+17, +12) to hit (magical) 2d12+9 BludgeoningBoiling Water
+15 (+10, +5) to hit (magical, water) 2d8+6 BludgeoningConstruct Armor (Hardness 10)
Like normal objects, a giant animated statue has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once a giant animated statue is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks and its Armor Class is reduced to 22.
Boil Alive
(fire, water)The statue hinges open, revealing boiling water within it, and then plunges a creature it has Grabbed or Restrained in. The target takes 3d10[fire],1d8 persistent,fire damage.
Geothermally HeatedThe statue is magically powered by the same geothermal power that heats the waters in Maecho's hot springs. Dealing 18 cold damage to the statue cools it off, preventing it from using Boil Alive, removing the fire damage from its ranged attacks, and making it Slowed 1 for one round, after which the cold water cycles out of the statue and it returns to its usual temperature.
Grab
Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained
Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.
The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.
Giant animated statues' increased size and power make them most useful in large vaults, spacious chambers, or outdoor locations. Tasks beyond their capabilities typically require a more advanced construct, not an animated object.
Granted a semblance of life through the use of rituals or other strange magic, animated objects take many forms and serve a variety of uses. A few examples of typical animated objects are listed below. Many of these creatures serve as guardians, surprising unsuspecting adventurers when they suddenly attack. Others serve as idle distractions for the exceptionally rich, simple servants created to handle odd jobs, and the like.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
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.