Walking Weapon Creature (CR +0)

Sometimes the massive collection of wrathful emotion on a battlefield carries beyond the physical world. When it does, this empathic force animates the very collection of weapons which can gain a life of its own. These piles of animated armaments are known as walking weapons and do nothing but seek out more arms to add to its own “body.” Walking weapon creatures always take on the appearance and nature of the creature that collected these remnants of war.

Creating a Walking Weapon Creature

“Walking weapon” is an acquired template that can be added to any intelligent creature who hoards treasure or collects weapons. A walking weapon creature uses all the base creature’s statistics and special abilities except as noted here.

CR: +0

Alignment: Always neutral evil.

Size and Type: The creature’s type changes to construct. Do not recalculate hit dice, base attack bonuses, saves, or skill points. Size is unchanged.

Hit Points: Walking weapon creatures gain bonus hit points as a construct based on its size. See the Pathfinder Roleplaying Game Bestiary.

Defensive Abilities: A walking weapon creature gains fast healing 1 and hardness 10 (15 if CR 10 or higher, or 20 if CR 15 or higher). Immune construct traits.

Special Abilities: A walking weapon creature retains all the special abilities of the base creature, and gains the special abilities as described below.

Animated Composition (Ex): All walking weapon creatures are animated objects and, as objects, take only half damage from energy attacks. Divide the damage by 2 before applying the walking weapon creature’s hardness. Spells and effects that deal additional damage to objects (such as shatter) deal additional damage to walking weapon creatures, ignore this ability, and the walking weapon creature’s hardness. All walking weapon creatures’ natural attacks bypass all damage reduction material types (though not other types), and any hardness that is less than 10. (This increases to 15 at CR 10 or higher, and 20 at CR 15 or higher.)

Disarming Strike (Su): Once per round when a walking weapon succeeds with successful melee attack against a creature wielding a weapon, make a disarm combat maneuver check (with a +4 bonus, this does not provoke an attack of opportunity). The creature struck takes damage as normal but on a successful check also loses the most valuable manufactured weapon it is wielding, this weapon becomes a part of the walking weapon creature; it can be recovered from the creature with a successful grapple check or if the walking weapon creature is killed. For each weapon absorbed, the walking weapon creature heals 5 points of damage or gains 5 temporary hit points (maximum equal to double the walking weapon creature’s normal hit point total) for one hour.

Obsessed with Weapons (Sp): A walking weapon creature is constantly drawn in the direction of the most valuable (per market price) weapon within 400 ft. + 40 ft. per hit die, as per locate object with a caster level equal to the walking weapon’s hit dice. It will then seek to absorb it with its disarming strike ability.

Possessive Power (Su): Any magic weapon that has a constant or use activated ability, such as a +1 flaming sword, is applied to the walking weapon creature’s melee attack. Weapon enhancements apply to the walking weapon’s melee and ranged attacks.

Selfish Shield (Su): If a weapon touches a walking weapon creature (this only requires a successful touch attack), the weapon is absorbed as per the disarming strike ability. If the disarm is successful by 5 or more, no damage is dealt by the weapon’s attack. This ability is not limited to only working once per round.

Abilities: Adjust the base creature as follows: Str +4 (+2 to attack and damage, +2 to Climb and Swim skill checks, +2 to Strength, and CMB checks, +2 to CMD), Wis -4 (minimum 1; -2 to Will saves, -2 to Heal, Perception, Profession, Sense Motive and Survival checks, -2 to any of the base creature’s Wisdom-based DCs), Cha -4 (minimum 1; -2 to Bluff, Diplomacy, Disguise, Handle Animal, Intimidate, Perform, and Use Magic Device; attempts to influence others, and Channel Energy DCs, -2 to any of the base creature’s Charisma-based DCs). As a construct, a walking weapon creature has no Constitution or Intelligence scores.

Feats: As an unintelligent construct a walking weapon creature has no feats

Skills: As an unintelligent construct a walking weapon creature has no skill ranks or class skills.

Languages: As an unintelligent construct a walking weapon creature does not understand any language

Treasure: A walking weapon is composed of the treasure award of its base creature, and anything it has absorbed via its disarming strike ability.

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