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The Carcass ManCreature 13


UniqueLargeConstruct
Source Pathfinder #209: Destroyer's Doom
Perception +19 (darkvision)
Languages Common, Orcish
Skills Lore +22, Athletics +30, Intimidation +25, Religion +19
Str +9, Dex +4, Con +7, Int -1, Wis +0, Cha +6

AC 34 all-around vision; Fort +27; Reflex +21; Will +18; +2 status to all saves vs. fear and magic
HP 295
Speed 25 feet
Resistances Physical 10

Fist One Action +28 (+24, +20) to hit (agile, finesse, unarmed) 3d8+14 Bludgeoning
Tusks One Action +28 (+23, +18) to hit (deadly d10, sweep) 1d6 Bleed + 3d6+11 Piercing

All-Around Vision

This monster can see in all directions simultaneously and therefore can't be flanked.

+2 Status to All Saves vs. Fear and MagicAnnihilation Aura (aura, emotion, mental)

20 feet. The Carcass Man's form exudes the impulse to destroy. Upon entering the aura, creatures must attempt a DC 31 will save. Regardless of the results, creatures are temporarily immune for 1 minute.


Critical Success The creature is unaffected.

Success Urges to attack cloud the creature's mind and if they do not deal damage to another creature on their turn, they become Stupefied 1 until the end of their next turn.

Failure The creature is Confused until the end of their next turn.

Critical Failure The creature is confused for 1 minute.

Reactive Strike Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Neck Snap One Action

Requirements The Carcass Man has a creature Grabbed


Effect The creature takes 6d6 bludgeoning damage (DC 31 fortitude save); a creature that critically fails their save is Paralyzed until they heal at least 30 HP. The Carcass Man then releases the creature.

Revel in Destruction Free Action (divine, emotion, fear, mental, visual)

Requirements The Carcass Man's last action reduced a creature to 0 HP


Effect The Carcass Man exults in his victory, painting his face in the creature's blood. He is Quickened until the end of his next turn but can use this extra action only to Strike. Non-worshippers of Zagresh who witness the display must succeed at a DC 31 will save or be Frightened 1 (Frightened 2 on a critical failure).

Three-Arm Devastation Three Actions

The Carcass Man attempts a melee Strike against a creature within his reach. If the Strike hits and deals damage, he can attempt two additional melee Strikes with his other arms against two other creatures within his reach; each of the three Strikes must target a different creature. These attacks increase his multiple attack penalty, but the penalty doesn't increase until all three attacks have been made.

Grab One Action

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.


Divine Innate Spells (DC 31, +21 to hit)

1st Level: Summon Undead
3rd Level: Bind Undead, Chilling Darkness
4th Level: Bloodspray Curse, Divine Wrath
5th Level: Divine Immolation
6th Level: Necrotize, Utter Destruction
7th Level: Divine Decree, Execute



Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

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.