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Fellforged (3pp)

This brass automaton looks like a common gearforged, but its facial features carry a disturbing angularity that gives it an infernal cast. A darkly foreboding intelligence glows behind its eyes, and the entire being gives off an unsettling aura.

Fellforged CR 5

XP 1,600
LE Medium construct (evil)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +10

DEFENSE

AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
hp 53 (6d10+20)
Fort +2, Ref +3, Will +4
Defensive Abilities channel resistance +4; DR 5/good; Immune construct traits
Weaknesses exorcism sensitivity, light sensitivity

OFFENSE

Speed 30 ft.
Melee slam +8 (1d6+3 plus 1d4 Con damage)
Special Attacks violent escapement

STATISTICS

Str 14, Dex 12, Con —, Int 11, Wis 14, Cha 15
Base Atk +6; CMB +8; CMD 19
Feats Alertness, Combat Reflexes, Improved Initiative
Skills Perception +10, Sense Motive +7, Survival +5 (+9 when following tracks); Racial Modifiers +4 Survival when following tracks
Languages Common
SQ unnatural aura

SPECIAL ABILITIES

Exorcism Sensitivity (Ex)

While the body the fellforged inhabits was constructed to specially bind spirits, the foul presence of the wraith within is not invulnerable from particularly strong clerics. The fellforged is considered a 5 HD undead creature versus any channeled turn attempts, and the clockwork body shields the captured spirit somewhat, granting it +4 channel resistance. Any successful turn attempt exorcises the wraith from its clockwork frame, but the creature is not bound by any further turn results, even destruction, from this initial attempt. As the clockwork body collapses lifelessly to the ground, the creature is now treated as a wraith of the normal type in all respects and may be subject to further turn attempts. The wraith retains its current hp total.

Unnatural Aura (Su)

All animals, whether wild or domesticated, can sense the unnatural presence of fellforged at a distance of 30 ft. They do not willingly approach nearer than that and panic if forced to do so, and they remain panicked as long as they are within that range.

Violent Escapement (Ex)

With little regard for the clockwork bodies they inhabit, fellforged wraiths can stress and strain their mechanisms in such a violent manner that flywheels unwind, gears shatter, and springs snap. As a move action 1/round, this violent burst of gears and pulleys can deal 2d6 damage to all adjacent foes (Reflex DC 15 for half; Cha-based). Each use of this ability imposes a cumulative -1 penalty on attack and damage rolls, skill checks, and saving throws, and reduces movement by 5 ft. If its speed is reduced to 0 ft. in this manner, the fellforged becomes immobile and helpless until repaired. Repairing a fellforged requires a DC 16 Craft (gearsmithing) check and the expenditure of replacement parts worth 100 gp.

ECOLOGY

Environment any
Organization solitary
Treasure none

Fellforged are the castoff seconds of gearforged and clockworks production, given foul sentience when the bodies, specially constructed as they are to house the spirits of the dead, come into contact with curious wraiths yearning to feel the corporeal world. The clockwork bodies trap the wraiths, which dulls many of their supernatural abilities and gives them corporeal form. The wraiths, in turn, twist the bodies to their own use—even going so far as to destroy the body in their attempts to harm the living, even if their corrupted spirits die along with it. The only means of separating the wraiths from their receptacles is through powerful turning attempts, which expels the spirit from the clockwork but leaves the original inhabitant free to roam again.

Section 15: Copyright Notice

Midgard Bestiary for Pathfinder RPG, (c) 2012 Open Design LLC; Author: Adam Daigle with Chris Harris, Michael Kortes, James MacKenzie, Rob Manning, Ben McFarland, Carlos Ovalle, Jan Rodewald, Adam Roy, Christina Stiles, James Thomas, and Mike Welham.