Amber Creature (CR +1)

In a world of monstrous flora, massive pieces of amber sometimes form and are carved into impressive pieces of artwork; other times, exquisite pieces of statuary are transmuted into amber. So lifelike and beautiful are these pieces that it comes as only a small shock when one begins to take on a life of its own. Animated by some strange spirit, they sometimes gain mobility and free will. They take on a rather insidious personality of the form they were given, escaping or overcoming their creators to pursue whatever ends suit their developing minds and sprits as they seek to trap living creatures within them so they can continue to maintain mobility.

Creating an Amber Creature

“Amber” is an inherited template that can be added to any creature. An amber creature uses all the base creature’s statistics and special abilities except as noted here.

CR: +1

Alignment: Usually evil.

Size and Type: Change the creature’s type to construct. Do not recalculate base attack bonuses, saves, or skill points.

Hit Dice: Amber creatures gain bonus hit points as constructs based on their size. See the Pathfinder Roleplaying Game Bestiary.

Defensive Abilities: Hardness (equal to its HD); Immune construct traits.

Armor Class: Increase natural armor by 2.

Special Abilities: An amber creature retains all the special abilities of the base creature, and gains the special abilities as described below.

Adhesive (Ex): A creature that successfully strikes an amber creature with a melee weapon (including natural weapons or unarmed attacks) must make a successful Reflex save (DC 10 + 1/2 the amber creature’s HD + its Str modifier) or have its weapon become stuck to the amber creature. If the attacker is armed, he can voluntarily release the weapon as a free action to escape the amber creature’s hold. A stuck weapon can be freed with a successful combat maneuver or Escape Artist check (this provokes an attack of opportunity).

If the attacker is unarmed, is using a natural weapon, or fails to drop the weapon, that weapon is stuck, and the subject is entangled; both can be freed with a successful combat maneuver or Escape Artist check (this provokes an attack of opportunity). But if not freed before the beginning of the amber creature’s next turn, the victim is automatically subject to the amber creature’s engulf attack (see moving engulf).

Amber Composition (Ex): All amber creatures, like objects, take only half damage from energy attacks. Divide the damage by 2 before applying the amber creature’s hardness. Spells and effects that deal additional damage to objects (such as shatter) deal additional damage to amber creatures and ignore this ability and the amber creature’s hardness. All amber creatures’ natural attacks bypass all material types (though not other types) and any hardness.

Anathema of Movement (Su): If an amber creature comes into contact with a freedom of movement spell or effect it automatically attempts to dispel that effect as greater dispel magic with a caster level equal to its HD; if it fails to do so, it suffers 1d6 per caster level of the freedom of movement effect +50%.

Moving Engulf (Ex): An amber creature can engulf creatures in its path as part of a move action or charge attack. It can make other attacks during a round in which it engulfs. The creature merely has to move over its opponents, affecting as many as it can cover. Targeted creatures can make attacks of opportunity against the amber creature, but if they do so, they are not entitled to a saving throw against the engulf attack. Those who do not attempt attacks of opportunity can attempt a Reflex save (DC 10 + 1/2 the amber creature’s HD + its Str modifier) to avoid being engulfed—on a success, they are pushed back or aside (target’s choice) as the creature moves forward. Engulfed opponents gain the pinned condition, are in danger of suffocating, and are trapped within the creature’s body until they are no longer pinned (though they are still entangled if they escape the pinned condition).

Trapped in Amber (Ex): An amber creature must suffocate a living creature once a week or it becomes immobile (but not helpless) until it suffocates a victim. If a victim suffocates inside it, the amber creature is repaired for 1d6 hit points per HD of the victim.

Abilities: Increase from the base creature as follows: Str +4 (+2 to attack and damage, +2 to Climb and Swim checks, +2 to Strength, and CMB checks, +2 to CMD), Dex +4 (+2 to ranged attack rolls; AC and touch AC, initiative checks and Ref saves. +2 to Acrobatics, Disable Device, Escape Artist, Fly, Ride, Sleight of Hand, and Stealth checks, add +2 to any of the base creature’s Dexterity-based DCs). As a construct, an amber creature does not have a Constitution score (reducing its bonus to hit points and Fort saves plus Con-based DCs).

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