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There is a Legacy version here.

PFS StandardGuthallath

A guthallath is an enormous construct created long ago, probably as a war machine, by a long-forgotten empire. Nearly 100 feet tall, this massive stone statue typically resembles a stalwart warrior wearing only a loincloth and skullcap. Few have seen the entire body of a guthallath, though; most of the time, the relic is buried up to its neck, covered in moss, and stranded in a forgotten place. Yet every so often, one of these harbingers of destruction reactivates in response to some unknown stimulus or rallying call, and when this happens, woe to any who stand in its way.

While a guthallath's ancient enemies are likely gone, it's still an engine of pure destruction, designed to rampage for weeks, even months. It's not intelligent enough to enjoy or regret its acts and cannot be reasoned with— it's also unaffected by most magic and unpredictable in how it selects its targets (and the creatures it spares).

Recall Knowledge - Construct (Arcana, Crafting): DC 44
Unspecific Lore: DC 42
Specific Lore: DC 39

Elite | Normal | Weak
Proficiency without Level

GuthallathCreature 19

Rare Gargantuan Construct 
Source Monster Core pg. 187
Perception +30; darkvision, truesight
Skills Acrobatics +25, Athletics +40
Str +10, Dex +2, Con +8, Int -4, Wis +0, Cha -1
AC 43; Fort +38, Ref +32, Will +30
HP 325; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void; Resistances physical 15 (except adamantine), spells 15 (except cold, earth, or water)
Erosion Aura (aura, primal) 120 feet. The guthallath erodes away the physical integrity of all around it. Creatures and objects in the emanation other than the guthallath have their Hardness and resistances reduced by 10. At the start of their turn, a creature in the erosion aura's area takes 6d6 bludgeoning damage with a DC 39 basic Fortitude save.Immunity to Magic The guthallath is immune to spells of 6th rank or lower and activations of magic items of 13th level or lower.
Speed 40 feet, burrow 50 feet
Melee [one-action] fist +38 [+33/+28] (deadly 3d12, magical, reach 20 feet), Damage 4d12+18 bludgeoning plus Improved Grab or Improved Push 20 feetMelee [one-action] foot +38 [+33/+28] (deadly 3d12, magical, reach 20 feet), Damage 4d8+18 bludgeoning plus Improved KnockdownInnate Primal Spells DC 37; 3rd haste; Constant (8th) truesight
Annihilation Beams [two-actions] A guthallath releases two beams of destruction from its eyes. Each beam is a 120-foot line. Everything in either line takes 13d10 damage with a DC 41 basic Fortitude save. A creature reduced to 0 HP is reduced to a fine powder as the disintegrate spell. There is no additional effect on creatures in any area where the beams overlap. The guthallath can't use this ability again for 1d4 rounds.Deadly Throw [one-action] Requirements The guthallath has a creature grabbed or restrained; Effect The guthallath throws the creature into the air, 100 feet high and 50 feet away. If the flung creature lands on another creature, the creature it lands on takes the same amount of bludgeoning damage. The creature being landed on can attempt a DC 41 basic Reflex save.Powerful Blows If a guthallath hits with an attack and rolls a natural 19 on the d20 roll, the attack is a critical hit. This has no effect if the 19 would be a failure.Trample [three-actions] Huge or smaller, foot, DC 45

Sidebar - Additional Lore Guthallath Slumber

Entire civilizations have been erased due to the guthallath's devastating rampage. Yet for those looking to survive its attack, there's one small hope. Usually after some time, the guthallath ends its massacre in a swift yet seemingly random way. The colossus then finds a remote location deep in the wilderness and buries itself, entering a deep slumber for years—if not centuries— before awakening and beginning the destructive cycle once more.