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Taxidermy AllosaurusCreature 11


RareHugeConstruct
Source Pathfinder Adventure Path: Bastion of Blasphemies
Perception +20 (darkvision)
Languages none
Skills Acrobatics +20, Athletics +22, Stealth +22
Str +7, Dex +5, Con +5, Int -4, Wis +5, Cha -2

AC 30; Fort +20; Reflex +22; Will +18;
HP 195
Speed 25 feet
Weaknesses Fire 10
Resistances Physical 10

Jaws One Action +24 (+19, +14) to hit 2d12+13 Piercing

Scarecrow's Leer (aura, emotion, fear, mental, occult, visual)

40 feet.

The scarecrow's eyes flicker with an unnerving glow. A creature can't reduce its Frightened condition below 1 as long as it is in the aura's emanation. When a creature enters or starts its turn in the aura, it must attempt a DC 27 will save. Living creatures made of flesh take a -2 circumstance penalty to this save.


Critical Success The creature is unaffected and is then temporarily immune for 24 hours.

Success The creature is Frightened 1.

Failure The creature is Frightened 2 and is Fascinated by the scarecrow until the end of its next turn.

Critical Failure As failure, but Frightened 3.

Baleful Glow Free Action (concentrate, light, mental, occult)

The scarecrow's head bursts into ghostly, heatless flame that sheds bright light in a 20-foot emanation (and dim light to the next 20 feet). If the scarecrow uses this ability on the first round of combat, any creature that has not acted yet is startled and becomes Off-Guard against the scarecrow for 1 round. It can suppress the light by using this action again.

Mundane Appearance One Action (concentrate)

Until it acts, the taxidermy allosaurus resembles an ordinary (if well-crafted) taxidermy creature. It has an automatic result of 43 on Deception checks and DCs to pass as an ordinary taxidermy display.

Thrashing Tail One Action (move)

The taxidermy allosaurus smashes furniture and displays in the area with its tail, spreading the resulting rubble around. A 5-foot by 15-foot area of your choice that has at least one square adjacent to the creature becomes difficult terrain. If this area includes the stone tub, the acid splashes out and the difficult terrain becomes hazardous terrain as well that deals 1d6 acid damage.

Toothsome Fear

The taxidermy allosaurus's strikes deal an additional 2d6 mental damage to frightened creatures.



Traits

Rare

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.

Construct

A 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.