Sanctum GuardianCreature 12
Source Pathfinder Adventure Path: Bastion of Blasphemies
Perception +25 (darkvision, lifesense (imprecise) 60 feet)
Languages Common, Jotun, Necril, Daemonic
Skills Athletics +25, Medicine +25, Occultism +23, Religion +25, Stealth +21
Str +7, Dex +3, Con +6, Int +3, Wis +7, Cha +4
AC 32; Fort +22; Reflex +19; Will +25;
HP 215 (void healing)
Speed 30 feet
Immunities aging, bleed, death effects
Weaknesses Holy 10
Resistances Piercing 10, Slashing 10
Scythe
+27 (+22, +17) to hit (deadly d10, magical, reach 10, trip) 2d10+13 SlashingClaw
+26 (+22, +18) to hit (agile, reach 10, unarmed) 3d6+13 SlashingBroken Statuary
+24 (+19, +14) to hit (brutal) 3d8+13 BludgeoningLifesense (Imprecise) 60 feet
Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors.
Void HealingA creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
Dooming Touch (divine, void)The tomb giant's claws carry the accursed power of their foul gods. A creature hit by the tomb giant's claw Strike becomes Doomed 1.
Font of Death
(concentrate, unholy, void)The tomb giant turns the spiritual tide on a creature that has just died, temporarily transforming it into a volatile vessel powered by the Void. The tomb giant touches a creature that died within the past 24 hours, infusing its flesh and bone with void energy. Once during the next hour, the tomb giant can spend a single action (from any distance) to release this void from the corpse in an explosion that deals 10d8 void damage in a 15-foot burst (DC 32 fortitude save); if not released before the end of the hour, the energy dissipates harmlessly. The tomb giant can't use Font of Death while a previous corpse remains infused.
Pallid Curse
(curse, divine)Frequency once per day
Trigger A sanctum guardian deals void damage on a creature within 30 feet
Effect The void damage scars the target's soul, infecting it with Urgathoa's presence. The target must attempt a DC 32 fortitude save with the following effects.
Critical Success The target suffers no additional effect.
Success The target becomes Sickened 1 and gains weakness to void 5 until the end of its next turn.
Effect: Pallid Curse (Success)
Failure The target becomes Sickened 2 and gains weakness to void 5; this weakness has an unlimited duration. If the target dies while this curse remains in effect, the curse ends, but the target automatically rises as an undead creature (the GM picks one of the same level as the target) that goes on to serve Urgathoa in its unlife. If the target is destroyed in its new undead form, it reverts to its original living form but is Dying 3.
Effect: Pallid Curse (Failure)
Critical Failure As failure, but weakness to void 10.
Divine Innate Spells (DC 32, +24 to hit)
1st Level: Harm
2nd Level: Blood Vendetta
Masters of mausoleums and keepers of crypts, the dread creatures called tomb giants are anathema to all living beings, but especially so to other types of giants. Long ago, so the legends say, tomb giants sold their souls in exchange for unfathomable power over the undead. Tomb giants construct massive gothic settlements in haunted valleys and on forsaken hillsides, far enough away from the societies of smaller people that they remain relatively undisturbed, but close enough that they can raid the graveyards of nearby villages with impunity. Elder tomb giants enjoy the thrill of subduing, slaying, and reanimating their fellow giants. A tomb giant views its mortal life as only one part of its existence. After death, most tomb giants are reanimated as undead, who then continue to practice their necromantic arts.
Spread across the world, giants are as diverse as the isolated places they inhabit. A giant makes a big impression on the local environment, especially on smaller and weaker creatures.
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.
FiendCreatures that hail from or have a strong connection to the unholy planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.
GiantGiants are massive humanoid creatures.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
UnholyEffects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.