Immured
System: Pathfinder | SRD
Immured
CR 3
XP 800
Init +4
;
Senses darkvision 60 ft.; Perception +6
Defense
AC 16, touch 10, flat-footed 16 (+6 natural)
hp 26 (4d8+8)
Fort +3,
Ref +1,
Will +5
Immune undead traits
Weaknesses bound
Offense
Speed 30 ft.
Melee slam +6 (1d4+4)
Special Attacks breach, seize
Aura breathlessness (10 ft., DC 14)
CMB +6 (+8 drag)
CMD 16 (18 vs. drag)
Statistics
Str 16,,
Dex 11,,
Con —,,
Int 5,,
Wis 13,,
Cha 14
Base Atk +3
Feats Improved Drag B , Improved Initiative , Power Attack
Skills Perception +6, Stealth +5
Languages Common (can’t speak)
Special Abilities
Aura of Breathlessness (Su) The agonized gasping of an immured displaces oxygen within 10 feet of it, automatically extinguishing nonmagical fires within this range. Breathing creatures within the aura must hold their breath or risk suffocation. Whenever an immured deals nonlethal damage to a creature holding its breath in the aura, the duration the target can hold its breath for decreases by a number of rounds equal to the nonlethal damage dealt. The immured cannot dismiss this aura.
Bound (Su) Immured are bound to the locations in which they died. Each hour an immured remains away from the tomb or building in which it died, it takes 1d6 points of damage that can’t be healed until it returns to its place of death.
Breach (Su) As a swift action, an immured can touch a nonmagical wall and open a spatial rift. The touched 5-foot section of wall (which can be up to 2 feet thick) effectively ceases to exist for 2 rounds, except for a dark, semisolid membrane that blocks line of sight through the rift. The immured can see, move, attack, or even drag a target through the rift without penalty. Other creatures can move through the rift, treating it as difficult terrain. After 2 rounds, the rift closes, pushing anything inside it into the nearest open space.
Seize (Ex) An immured can choose to deal nonlethal damage with its slam attack with no penalty on the attack roll. In addition, an immured that deals nonlethal damage with its slam attack can attempt a drag combat maneuver against the target as a free action.