Creating a Haunted Construct
System: Pathfinder | SRD
Creating a Haunted Construct
CR 5
XP 1600
Any evil, most commonly neutral evil.
Init +4
;
Senses darkvision 60 ft., low-light vision; Perception +2
Defense
AC 17, touch 11, flat-footed 17 (+1 deflection, +6 natural)
hp 47 (5d10+20)
Fort +1,
Ref +3,
Will +3
Immune cold, construct traits
Offense
Speed 20 ft.
Melee 2 slams +8 (1d8+3)
Special Attacks Each haunted construct gains one of the following haunts tied to its artificial body. This haunt functions until the haunted construct is destroyed but acts on initiative count 10, as usual for haunts, affecting each creature within 30 feet. The Perception DC to notice the haunt is equal to 15 + the haunted construct’s CR. The save DC against a haunted construct’s special attack is equal to 10 + half the haunted construct’s Hit Dice, and the caster level is equal to the haunted construct’s CR. A creature can attempt the listed saving throw at the end of its turn each round to negate the haunt’s ongoing effect; once a creature successfully saves against the effect, it is immune to that effect for 24 hours. Additional haunted construct abilities beyond these can be designed at the GM’s discr
Aura unholy beacon (20 ft.)
CMB +8
CMD 19
Statistics
Str 16,,
Dex 10,,
Con —,,
Int 4,,
Wis 11,,
Cha 18
Base Atk +5
Feats Improved Initiative , Iron Will , Lightning Reflexes
Skills Perception +2, Stealth +3
SQ A haunted construct gains the following special qualities.