Wickerman
System: Pathfinder | SRD
Wickerman
CR 13
N
Construct (fire)
Colossal
Init +3
;
Senses darkvision 60 ft., low-light vision; Perception +0
Defense
AC 20, touch 5, flat-footed 17 (+3 Dex, +15 natural, –8 size)
hp 157 (14d10+80); fast healing 1
Fort +4
Ref +7
Will +4
Immune construct traits, fire
Weaknesses vulnerable to cold
Offense
Speed 30 ft.
Melee 2 slams +19 (2d8+13 plus burn and grab)
Ranged burning brand +9 (4d6+13 plus burn)
Space 30 ft.
;
Reach 30 ft.
Special Attacks burn (1d6 fire, DC 17), wicker cage
CMB +35 (+39 grapple)
CMD 48
Statistics
Str 37,
Dex 16,
Con -,
Int -,
Wis 10,
Cha 7
Base Atk +14
SQ constant blaze
Special Abilities
Burning Brand (Ex) Once per round, a wickerman can draw forth pieces of its own body and throw them as a ranged attack with a range increment of 60 feet.
Constant Blaze (Su) A wickerman constantly burns but is never consumed. Its flames are magical. Immersion in water only suppresses the flames, and only for as long as the wickerman is immersed. While its flames are suppressed, the wickerman loses its burn ability, and its wicker cage ability doesn't deal fire damage or cause creatures to catch on fire.
Fire Healing (Ex) A magical attack that deals fire damage heals the wickerman 1 point of damage for every 3 points of damage the attack would otherwise deal.
Wicker Cage (Su) If a wickerman successfully grapples a creature, as a move action it can shove the grabbed creature into the cage built into its chest. This works like swallow whole (4d6 fire damage plus the target automatically catches on fire, AC 17, 15 hp). The DC to put out this fire is 17. If a creature cuts its way free, the wickerman can't use this ability again until it is fully healed. The save DC is Constitution-based.
This humanoid-shaped colossus is a towering fury of burning wicker and wood.