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SCARECROW CR 7
Awakened flesh golem (Pathfinder RPG Bestiary 160, Classic Horrors Revisited 12)
CE Large construct
Identify DC 19 Knowledge (Arcana) for flesh golem; DC 24 for awakened
Init -1; Senses darkvision 60 ft., low-light vision; Perception +9
DEFENSE
AC 20, touch 8, flat-footed 20 (-1 Dex, +12 natural, -1 size)
hp 79 (9d10+30)
Fort +3, Ref +2, Will +3
DR 5/adamantine; Immune construct traits, magic
OFFENSE
Speed 30 ft.
Melee +1 scythe +13/+8 (2d6+8/x4) or 2 slams +13 (2d8+5)
Space 10 ft.; Reach 10 ft.
Special Attacks berserk (5% chance)
STATISTICS
Str 20, Dex 9, Con –, Int 12, Wis 11, Cha 10
Base Atk +9; CMB +15; CMD 24
Feats Martial Weapon Proficiency, Power Attack, Skill Focus (Stealth), Vital Strike, Weapon Focus (scythe)
Skills Climb +14, Perception +9, Stealth +12
Languages Common, Infernal
Treasure +1 scythe (2,318 gp, 10 lbs), cloak of elvenkind (2,500 gp, 1 lb)
SPECIAL ABILITIES
Berserk (Ex) When a flesh golem enters combat, there is a cumulative 5% chance each round that its elemental
spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest
living creature or smashing some object smaller than itself if no creature is within reach, then moving on to
spread more destruction.
Immunity to Magic (Ex) A flesh golem is immune to any spell or spell-like ability that allows spell resistance.
In addition, certain spells and effects function differently against the creature, as noted below.
• A magical attack that deals cold or fire damage slows a flesh golem (as the slow spell) for 2d6 rounds (no save).
• A magical attack that deals electricity damage breaks any slow effect on the golem and heals 1 point of damage
for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to
exceed its full normal hit points, it gains any excess as temporary hit points. A flesh golem gets no saving throw
against attacks that deal electricity damage.
Construct Traits (Ex) Constructs are immune to death effects, disease, mind-affecting effects (charms,
compulsions, phantasms, patterns, and morale effects), necromancy effects, paralysis, poison, sleep, stun, and
any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Constructs are
CHAPTER 2 The Skinsaw Murders PART VII Shadows of Time – E1 The Scarecrow's Lair (CR 7)
pg 119-122
Scarecrow
Tactics The Scarecrow does not pursue foes up the stairs, but it does chase after anyone who tries to escape into
the alleys of Underbridge.
Morale Although a construct and loyal to the cult, the Scarecrow values its life as well. If brought below 20 hit
points, it tries to escape into the ocean, where it remains for days until it feels brave enough to emerge and seek
out someone it can bully into repairing its damage.
| Scarecrow – 120 hp |
CHAPTER 2 The Skinsaw Murders PART VII Shadows of Time – E6 The Angel (CR 9) pg 123-125
Xanesha
Before Combat If she realizes the PCs are near (as is the case if the faceless stalkers drop a bell), Xanesha casts
invisibility and mirror image on herself. She also activates her Sihedron medallions false life ability.
Tactics Xanesha uses major image to make an illusory flying demon appear in a cloud of smoke that then
begins to circle the top of the tower. She then moves to make a sneak attack on the nearest PC. After this attack,
she prefers to fight in melee, saving her medusa mask to temporarily petrify any particularly dangerous foe. If
she is reduced to fewer than 60 hit points, she casts cure serious wounds on herself.
Morale If she's reduced to 20 hit points or fewer, Xanesha attempts to flee Magnimar, abandoning her plot and
the scroll hidden in her next. Simply slithering off the side of the tower and using feather fall to descend to the
ground below is her easiest method of escape. If she escapes, she cuts ties with her kin and Mokmurian, aftraid
of the punishment for failure. She grows obsessed with the PCs, however, seeing their capture as the only way
she can redeem herself to Mokmurian – in this case, she becomes a recurring villain who might ally with any
number of foes the PCs find themselves up against in the next adventure – although she specfically tries to avoid
any situation that would reveal her failure to her sister Lucrecia.
| Xanesha – 191 hp |