Siege Shard
CREATURE 3 +9; darkvision
Athletics +9, Stealth +10
Str +2, Dex +3, Con +2, Int -4, Wis +2, Cha -4
AC 19 ((15 when broken)); Fort +12, Ref +6, Will +9
HP 37
Exorcism
Mental damage ignores a siege shard's hardness.
Additionally, proving the siege shard's generative conflict is over with the Prove Peace activity reverts the creature to ordinary stone.
Hardness 5
Surreptitious Siege
While a siege shard is embedded within a structure while using One with Stone, the structure and all objects within it take twice as long to repair.
fly 25 feet
Melee Slam +11 (unarmed), Damage 1d8+4 bludgeoning
Innate Occult Spells DC 20, attack +12; 3rd Meld into Stone (At Will); 2nd Telekinetic Maneuver; Cantrips (2nd) Mage Hand, Telekinetic Projectile
Overwhelming Anguish (emotion, mental, occult)
once per minute
The siege shard emits a disorienting psychic blast. All creatures within a 15-foot emanation take 4d6 mental damage (DC 20 basic Will save).
Rejuvenation (occult)
When a siege shard is destroyed within 100 feet of a structure, it reforms after 2d4 days within the nearest structure, fully healed.
A siege shard within a structure can permanently destroyed by the Prove Peace activity.
Pathfinder #157: Devil at the Dreaming PalaceOGL