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WarswornCreature 16


UncommonGargantuanUndeadUnholy
Source Pathfinder Monster Core
Perception +27 (darkvision)
Languages Common, (can't Speak Any Language)
Skills Athletics +33
Str +9, Dex +5, Con +7, Int -1, Wis +5, Cha +5

AC 37; Fort +29; Reflex +25; Will +27; +1 status to all saves vs. vitality
HP 350 (void healing)
Speed 30 feet
Immunities death effects, disease, paralyzed, poison, unconscious, bleed

Corpse Wave One Action +32 (+27, +22) to hit (magical) 4d12+9 Bludgeoning
Animated Weapon One Action +30 (+26, +22) to hit (agile, magical, reach 100) 4d4+9 Bludgeoning
Scrap Ball One Action +28 (+23, +18) to hit (magical) 4d12+9 Bludgeoning

+1 Status to All Saves vs. VitalityFrightful Presence (aura, emotion, fear, mental)

100 feet. DC 35 will


A creature that first enters the area must attempt a Will save.

Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.


Critical Success The creature is unaffected by the presence.

Success The creature is Frightened 1.

Failure The creature is Frightened 2.

Critical Failure The creature is Frightened 4.

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.

Void Healing

A 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.

Absorb Free Action (death, divine, void)

Trigger The warsworn moves into a dying creature's space;


Effect The warsworn absorbs the dying creature into itself, instantly killing the creature and healing the warsworn for a number of Hit Points equal to the creature's level. As long as the warsworn still exists, absorbed creatures can't be resurrected except by Wish or a similarly powerful effect.

Animated Weapons (aura, divine)

100 feet.

The warsworn automatically controls unattended weapons in the aura, which levitate around the warsworn. The warsworn can telekinetically wield these weapons to make melee Strikes with a reach of 100 feet. These strikes deal four of the weapon's damage dice +9 and use the weapon's damage type.

Energy Drain (divine, void)

When a warsworn hits with a corpse wave Strike or damages a creature with Trample, the target must succeed at a DC 35 fortitude save or become Drained 2 and Doomed 1. On a critical success, the target becomes temporarily immune to the warsworn's energy drain for 24 hours.

Plummet

A creature hit by a warsworn's scrap ball Strike must attempt a DC 37 reflex save. On a failure, the target falls Prone; if the target was airborne, it falls up to 120 feet, taking damage from the fall and landing prone if the descent brings it to the ground. On a critical failure, the target is also held under a pile of scrap ([/act escape dc=37]).

Trample Three Actions

Huge or smaller, corpse wave, DC 37 reflex


The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).


A warsworn is an animate mass of corpses composed of dozens, sometimes even hundreds, of victims of battle. They are formed by deities of undeath or war or, rarely, spontaneously manifest from the devastation of an especially horrendous battle.


Traits

Uncommon

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.

Undead

Once living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.

Unholy

Effects 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.