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From Pathfinder Adventure: Things Go to Hell, which isn't enabled.

Yrdris, Master of the Fanespire

CREATURE 7

Giant animated statues' increased size and power make them most useful in large vaults, spacious chambers, or outdoor locations. Tasks beyond their capabilities typically require a more advanced construct, not an animated object.


Granted a semblance of life through the use of rituals or other strange magic, animated objects take many forms and serve a variety of uses. A few examples of typical animated objects are listed below. Many of these creatures serve as guardians, surprising unsuspecting adventurers when they suddenly attack. Others serve as idle distractions for the exceptionally rich, simple servants created to handle odd jobs, and the like.


Perception +13; darkvision
Skills Athletics +17
Str +6, Dex -1, Con +6, Int -5, Wis +0, Cha -5

AC 26 ((22 when broken); construct armor); Fort +17, Ref +10, Will +9
HP 100
Construct Armor (Hardness 10)

Like normal objects, a giant animated statue has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once a giant animated statue is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks and its Armor Class is reduced to 22.


Speed 30 feet
Melee Stone Fist +19 (magical), Damage 2d12+6 bludgeoning plus Grab
Arcane Prepared Spells DC 25, attack +17; 4th Clairvoyance, Dispelling Globe, Wall of Fire; 3rd Acid Grip, Fireball, Grease, Slow; 2nd Blur, Environmental Endurance, Laughing Fit, See the Unseen; 1st Fear (×2), Fleet Step, Mending; Cantrips (4th) Caustic Blast, Daze, Detect Magic, Frostbite, Read Aura
Grab

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 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.

Pathfinder Adventure: Things Go to HellORC