Tiberolith

System: Pathfinder | SRD

Tiberolith CR 10
N Construct Huge
Init +0 ; Senses darkvision 60 ft., low-light vision; Perception +0
Defense
AC 24, touch 8, flat-footed 24 (+16 natural, –2 size)
hp 111 (13d10+40)
Fort +4 Ref +4 Will +4
DR 10/adamantine and bludgeoning
Immune acid, construct traits
Resist electricity 30
SR 24
Offense
Speed 30 ft.
Melee 2 slams +19 (3d8+8)
Space 15 ft. ; Reach 15 ft.
Special Attacks corrosive strikes, shockwave
CMB +23 CMD 33
Statistics
Str 26, Dex 11, Con -, Int -, Wis 11, Cha 1
Base Atk +13
Special Abilities
Corrosive Strikes (Ex) A tiberolith reduced to 30 or fewer hit points leaks acid, and deals an additional 1d6 points of acid damage with its slam attacks.
Shockwave (Su) Three times per day, a tiberolith can unleash a burst of electricity. This blast deals 12d6 points of electricity damage to all creatures within 30 feet (Reflex DC 16 half). A tiberolith is immune to its shockwave and that of other tiberoliths. The save DC is Constitution-based.
Spell Trap (Su) When a tiberolith is targeted by a spell that allows spell resistance and its spell resistance fails to protect it against that spell, the spell instead becomes trapped in the tiberolith's magical runes. The runes can only trap one spell at a time; if a second spell would become trapped, the first spell affects the tiberolith normally (including allowing a saving throw, if appropriate) and the second spell is trapped. A trapped spell dissipates harmlessly after 24 hours.
A bizarre thrum echoes from somewhere deep within this towering stone hulk, and blue liquid runs down its shuddering body.

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