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Guthallath

A guthallath is an enormous construct created long ago by some unknown empire, probably as a war machine. 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 such a relic is buried up to its neck, covered in moss and stranded in some 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 be unto any who stand in its way.

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

Recall Knowledge (Arcana, Crafting): DC 44

GuthallathCreature 19

RareNGargantuanConstruct
Source Bestiary pg. 199
Perception +30; darkvision, true seeing
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, magic (see below), necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious; Resistances physical 15 (except adamantine)
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 its turn, a creature in the erosion aura's area takes 6d6 bludgeoning damage (basic Fortitude DC 39).
Immunity to Magic The guthallath is immune to spells of lower than 7th level and the activated effects of magic items of lower than 14th level.
Speed 40 feet, burrow 50 feet
Melee Single ActionSingle Action fist +38 (deadly 3d12, magical, reach 20 feet), Damage 4d12+18 bludgeoning plus Improved Grab or Improved Push 20 feetMelee Single ActionSingle Action foot +38 (deadly 3d12, magical, reach 20 feet), Damage 4d8+18 bludgeoning plus Improved KnockdownInnate Primal Spells DC 37; Constant (8th) true seeing; (3rd) haste
Annihilation Beams Two ActionsTwo Actions A guthallath releases two beams of destruction from its eyes. Each beam is a 120-foot line. Everything in either line takes the effect of a hit from a 10th-level disintegrate spell (DC 41 Fortitude). 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 Single ActionSingle Action Requirements The guthallath has a creature grabbed. 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 ActionsThree Actions Huge or smaller, foot, DC 45

Guthallath Slumber

Entire civilizations have been swept off the face of Golarion due to the devastating rampage of a guthallath. But there is a light at the end of the tunnel, for 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, where it buries itself, entering a deep slumber for years—if not centuries—before awakening and beginning the destructive cycle once more.