Wickerman (CR 16/MR 6)

This humanoid-shaped colossus is a towering fury of burning wicker and wood.

Mythic Wickerman (CR 16/MR 6)
XP 76,800
Pathfinder Roleplaying Game Bestiary 4
NE Colossal construct (fire, mythic)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +14


AC 26, touch 5, flat-footed 23 (+3 Dex, +21 natural, –8 size)
hp 217 (14d10+140); fast healing 1
Fort +4, Ref +7, Will +4
Defensive Abilities fire healing, hardness 5; DR 10/epic; Immune construct traits, fire
Weaknesses vulnerable to cold


Speed 30 ft.
Melee 2 slams +23 (2d8+16 plus burn and grab)
Ranged 2 burning brandsMA +9 touch (4d6+16 plus burn)
Space 30 ft.; Reach 30 ft.
Special Attacks burn (1d6 fire, DC 17), cagespawnMA, conflagrationMA, mythic power (6/day, surge +1d8), trampleMA (2d8+24 plus burn, DC 33), wicker cageMA


Str 43, Dex 16, Con —, Int 6, Wis 10, Cha 7
Base Atk +14; CMB +38 (+42 grapple); CMD 51
Feats CleaveMF, Combat Reflexes, Great Cleave, Improved Vital Strike, Power AttackMF, Vital StrikeMF, Weapon Focus (slam)
Skills Perception +14
Languages Common (cannot speak)
SQ awakened constructMA, constant blaze


Environment any land
Organization solitary
Treasure none

Special Abilities

Awakened Construct (Ex) A mythic wickerman is a sentient being, awakened by the powerful life-giving magics employed in its creation. It has an Intelligence score of 6, can understand the language of its creator, and gains the feats and skill ranks denied to its mindless counterparts.

Burning Brands (Ex) A mythic wickerman can draw forth pieces of its own body and throw them as ranged touch attacks with a range increment of 60 feet.

Cagespawn (Sp) If a single Large or 4 Medium creatures are burnt to death in a mythic wickerman’s wicker cage, the mythic wickerman can spend one use of its mythic power within a minute of their deaths to conjure an advanced Large fire elemental into its cage which it can then release. The elemental remains in existence for 24 hours or until slain. This is a conjuration (calling) effect and is equivalent to a 6th-level spell.

Conflagration (Su) Once every 1d4 rounds, a mythic wickerman can create a burst of flames that surrounds it to a radius of 30 feet. All targets in this area take 20d6 fire damage and catch on fire [see Pathfinder RPG Core Rulebook]. A target that makes a successful DC 19 Reflex save takes half damage and avoids catching fire. The save DC is Constitution-based and includes a +2 racial bonus.

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 swift action it can shove the grabbed creature into the cage built into its chest. This works like swallow whole (8d6 fire damage plus the target automatically catches on fire [see Pathfinder RPG Core Rulebook], AC 20, 21 hp) but the cage is large enough to fit 1 Large creature or up to 4 Medium creatures. The DC to put out this fire is 19. If a creature cuts its way free, the cage reforms allowing the wickerman to use this ability again in 1d4 rounds. The save DC is Constitution-based and includes a +2 racial bonus. If the mythic wickerman spends one use of mythic power as a free action, the fire in its wicker cage ignores up to 30 points of fire resistance, and drains an additional 30 points of fire protection per round, for 1 minute.

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