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Aolazes are great beasts carved from stone and metal and magically imbued with the essence of life. The exact means of their creation is a long-lost secret, and they are so rare that scholars have little opportunity to study active specimens. The best-known aolazes are museum pieces or battlefield relics destroyed or deactivated centuries ago, though fragmented records suggest that many more were made and might remain, yet to be unearthed.

Most aolazes are built in the shape of great land-bound beasts, such as elephants, rhinoceroses, or dinosaurs. Regardless of the specific creature an aolaz has been constructed to resemble, it is not bound to walk the earth like its inspirations are—it's imbued with the magical ability to pursue across water and even through the air. Few can escape an aolaz's wrath once it is earned.

Recall Knowledge - Construct (Arcana, Crafting): DC 43

Elite | Normal | Weak

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

Elite AolazCreature 18

Source Bestiary 2 pg. 21 2.0
Perception +35; low-light vision, flawless hearing
Skills Athletics +37
Str +9, Dex +4, Con +8, Int -4, Wis +6, Cha +3
Flawless Hearing An aolaz has an incredible sense of hearing. It can hear any sound made within 1,000 feet as though it were only 5 feet away from the source of the sound, and any sound within 1 mile as though it were only 30 feet away from the source of the sound. An aolaz's hearing is a precise sense.
AC 44; Fort +37, Ref +29, Will +33
HP 275; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, sonic, unconscious; Resistances physical 15 (except adamantine)
Speed 50 feet, air walk, water walk
Melee Single ActionSingle Action trunk +37 [+32/+27] (magical, reach 20 feet, sweep, trip), Damage 5d10+2+17 bludgeoning plus GrabMelee Single ActionSingle Action foot +35 [+30/+25] (magical, reach 10 feet), Damage 5d8+2+15 bludgeoningArcane Innate Spells DC 42 (+4 dmg); Constant (9th) air walk, water walk
Roll Single ActionSingle Action The aolaz tucks its head down and rolls up into an armored sphere. While Rolling, an aolaz has AC 44, Fort +37, Ref +29, Will +33, and Speed 100 feet, but it can't use its trunk Strikes or its Ultrasonic Blast. It can make foot Strikes while rolling, but only as part of a Trample. The aolaz can use this action again to unroll and resume its standing form.Trample Two ActionsTwo Actions Huge or smaller, foot, DC 42Ultrasonic Blast Single ActionSingle Action (arcane, evocation, sonic) The aolaz releases a tremendous blast of sonic energy from its trunk in a 150-foot line, dealing 12d10 sonic damage. The frequency of this sound is such that it is completely imperceptible to humanoids, but the damage it wreaks is all too evident. Each creature in the area must attempt a DC 42 Fortitude save. The aolaz can't use Ultrasonic Blast again for 1d4 rounds.
Critical Success The creature is unaffected.
Success The creature takes half damage and is stunned 1.
Failure The creature takes full damage and is stunned 2.
Critical Failure The creature takes double damage and is stunned 3.

Sidebar - Additional Lore Jistkan Behemoths

Thousands of years ago, the Jistka Imperium mastered the art of construct creation, and the aolaz represents the height of its craft. The Jistkans used primal magic to imbue their constructs with spirits of nature. However, when Jistkan creators turned to the outer planes, and to fiends in particular, as a source to power even greater constructs, they unknowingly orchestrated their own doom.