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Siege Shard

Sieges provoke lingering feelings of confinement and desperation. These emotions can coalesce as a psychic presence that animates broken battlements as quasi-intelligent constructs dubbed siege shards. The shard's surface depicts the conflicts that created it, which hold the key to dispersing its psychic presence. A successful DC 18 check to Recall Knowledge is sufficient to identify the conflict that engendered the construct. A creature aware of a shard's generative conflict can attempt the following activity.

Prove Peace Two Actions

ConcentrateManipulate
Source Pathfinder #157: Devil at the Dreaming Palace pg. 84
Requirements You know the conflict that created a specific siege shard, and the siege shard is immobilized.
You touch the siege shard, establish a mental connection, and relay facts of the conflict's resolution. Attempt a check to Recall Knowledge about the conflict that created the shard, using the siege shard's Will DC. If you succeed, you prove the conflict's end, and the siege shard reverts to ordinary stone. On a critical failure, images of the past conflict overwhelm you, and you are confused until the end of your next turn.

Recall Knowledge - Construct (Arcana, Crafting): DC 20

Siege ShardCreature 3

UncommonNTinyConstruct
Source Pathfinder #157: Devil at the Dreaming Palace pg. 84
Perception +9; darkvision
Skills Athletics +9, Stealth +10
Str +2, Dex +3, Con +2, Int -4, Wis +2, Cha -4
AC 19 (15 when broken); Fort +12, Ref +6, Will +9
HP 37; Hardness 5; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious
Exorcism Mental damage ignores a siege shard's hardness. Additionally, proving the siege shard's generative conflict is over with the Prove Peace activity reverts the creature to ordinary stone.
Surreptitious Siege While a siege shard is embedded within a structure while using meld into stone, the structure and all objects within it take twice as long to repair.
Speed fly 25 feet
Melee Single ActionSingle Action slam +11 [+6/+1], Damage 1d8+4 bludgeoningOccult Innate Spells DC 20, attack +12; 3rd meld into stone (at will); 2nd telekinetic maneuver; Cantrips (2nd) mage hand, telekinetic projectile
Overwhelming Anguish Two ActionsTwo Actions (emotion, enchantment, mental, occult) Frequency once per minute; Effect The siege shard emits a disorienting psychic blast. All creatures within a 15 feet take 4d6 mental damage (DC 20 basic Will save).Rejuvenation (abjuration, occult) When a siege shard is destroyed within 100 feet of a structure, it reforms after 2d4 days within the nearest structure, fully healed. A siege shard within a structure can be permanently destroyed by the Prove Peace activity.

Sidebar - Related Creatures Unique Siege Shards

Especially charged events, such as the clash of two bitter rivals or the destruction of a neighborhood, can create a stronger psychic presence resulting in a more powerful siege shard with potent innate psychic abilities. This shard's surfaces still display images of conflict, but it might take significant research to determine such a shard's origins.