All Creatures
Abilities | Monsters | NPCs
All | Families | Templates
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z


Soulbound Ruin

Those who tread in ruined places sometimes speak of a sense that a supernatural presence is there alongside them, as if the spirits of the dead were watching intently. Such presences can be very real, often taking the form of ghosts or other shades of undead that cannot let go of their attachment to the Material Plane. But sometimes, instead of manifesting as distinct spirits, the souls of the dead infuse the very stone and mortar around them. When enough souls attach themselves to a single place—be it a home, crypt, or castle—it can take on a life of its own, becoming a soulbound ruin.

Recall Knowledge - Construct (Arcana, Crafting): DC 34
Recall Knowledge - Undead (Religion): DC 34
Unspecific Lore: DC 32
Specific Lore: DC 29

Elite | Normal | Weak
Proficiency without Level

Changes from being Weak are marked in red below.
NOTE: The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.

Weak Soulbound RuinCreature 14

Legacy Content

NE Gargantuan Construct Undead 
Source Pathfinder #148: Fires of the Haunted City pg. 85
Perception +25; darkvision
Languages Common; and other languages typical to the region
Skills Athletics +28, Deception +24
Str +10, Dex +0, Con +6, Int +4, Wis +4, Cha +3
AC 35; Fort +27, Ref +19, Will +25
HP 290 (negative healing); Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, necromancy, nonlethal, paralyzed, poison, sickened, unconscious; Resistances physical 10 (except adamantine); Weaknesses positive 15
Vulnerability to Exorcism When a soulbound ruin fails a saving throw against a spell that would banish tormented spirits or manipulate souls, such as banishment or bind soul, instead of experiencing the listed effects, it takes 10 damage per spell level. Impede [reaction] Frequency once per turn; Trigger A creature within the soulbound ruin uses an action with the move trait. Effect The soulbound ruin reacts violently to stop the creature’s movement, shooting spikes, throwing bricks, or otherwise impeding the target. The target must succeed at a DC 33 Reflex save or fall prone.
Speed can't move
Melee [one-action] edifice +28 [+23/+18], Damage 4d10-2+9 bludgeoningCollapse Ceiling [three-actions] The ruin collapses up to three 10-footby- 10-foot sections of its ceiling. The ruin takes 10 damage per section it collapses, and it can’t collapse the same section until it has been repaired. Each creature in one of these areas takes 8d10 bludgeoning damage with a DC 33 basic Reflex save. On a failed save, the creature is also restrained under the rubble until it Escapes (DC 31).Pervasive Attacks A soulbound ruin’s edifice Strikes can target any creature inside the ruin.Self-Repair The ruin can spend 10 minutes repairing itself to regain up to 30 Hit Points. If the ruin is interrupted during this time, it loses its focus and the repair fails. This ability functions even if the ruin is reduced to 0 HP, unless a consecrate ritual has been performed to purify the building, in which case the soulbound ruin is destroyed. This ritual must be dedicated to a good deity or a deity with a strong opposition to undead, such as Pharasma.

Sidebar - Additional Lore Soulbound Ruin Origins

Most often, soulbound ruins arise from guardians who died protecting the place, such as soldiers, priests, or patriots who refused to back down from an imminent threat. After death, the tormented spirits no longer recognize friend from foe and attack anyone or anything that trespasses upon their warded ground.