Sentient Waxwork

Sentient Waxwork CR 12

XP 19,200
Human sentient waxwork wizard (fire elementalist) 11
LE Medium construct
Init +6; Senses Perception +0


AC 16, touch 13, flat-footed 14 (+1 deflection, +2 Dex, +3 natural)
hp 64 (1d10+11d6+20)
Fort +5, Ref +9, Will +8
Defensive Abilities regeneration 5 (fire); Immune cold, construct traits; Resist fire 10
Weaknesses vulnerability to fire


Speed 30 ft.
Melee slam +7 (1d6+1)
Special Attacks fire jet (8/day, 1d6+5 fire, Reflex DC 20 half)
Wizard Spells Prepared (CL 11th; concentration +15 (+19 casting defensively or grappled)

Opposition School water; M = Requires costly material component


Str 13, Dex 14, Con —, Int 20, Wis 10, Cha 10
Base Atk +6/+1; CMB +7; CMD 20
Feats Combat Casting, Craft Wand, Deceitful, Elemental Focus (fire), Elemental Spell B, Empower Spell B, Greater Elemental Focus (fire), Improved Initiative B, Lightning Reflexes, Scribe ScrollB
Skills Acrobatics +3, Bluff +9, Diplomacy +7, Disguise +11 (+21 impersonate), Fly +8, Knowledge (arcana) +19, Knowledge (local) +19, Knowledge (nobility) +11, Knowledge (religion) +10, Linguistics +11, Sense Motive +3, Spellcraft +19, Stealth +9, Use Magic Device +11
Languages Common, Draconic, Elven, Infernal
SQ arcane bond (ring of protection +1), buoyant, dancing flame 5/day, fire supremacy (5 fire damage), freeze
Gear wand of greater invisibility (8 charges), wand of greater make whole (15 charges), amulet of natural armor +1, cloak of resistance +1, headband of vast intelligence +2 (Knowledge [local]), ring of protection +1, spell component pouch, spellbook (3 remaining empty pages; worth 3,060 gp), 15 gp


Arcane Bond (Sp)

Once per day, a sentient waxwork can cast any one spell in its spellbook, even if the spell is not prepared, as if it had it prepared without metamagic feats or other abilities. If it loses its ring of protection +1, a sentient waxwork must make a Concentration check (DC 20 + spell level) to cast any spells.

Buoyant (Ex)

A sentient waxwork can float naturally and must succeed at DC 20 Swim check each round to stay underwater.

Dancing Flame (Su)

Five times per day, on its turn, a sentient waxwork can perform one of the following actions.

  • Move any non-magical fire up to 30 feet as a standard action. If it doesn’t move it to a new fuel source, the fire is extinguished at the end of its next turn.
  • Alter any instantaneous fire spell it casts by removing any number of squares it wants from the spell’s normal area of effect.
  • Reposition any fire spell with a duration greater than instantaneous as a standard action as if it had cast the spell at the new location. It cannot use this ability on a fire spell she did not cast.

Fire Jet (Su)

Eight times per day, as a standard action, a sentient waxwork sends forth 20-ft. line of flame dealing 1d6+5 fire damage (Reflex DC 20, half).

Creatures that fail their save catch fire and take 1d6 fire damage on following round. They may avoid the additional damage by taking full-round action and succeeding at a DC 15 Reflex save to extinguish flames. Rolling on the ground gives +2 circumstance bonus to this save, and dousing a creature with water extinguishes the fire automatically.

Fire Supremacy (Su)

As a swift action, when within 5 feet of a flame at least as large as a campfire, a sentient waxwork can draw fire around itself. For 1 round, anyone striking a sentient waxwork with a non-reach melee weapon or unarmed strike takes 5 fire damage (no save).

Freeze (Ex)

A sentient waxwork can remain so still that it appears as an inanimate object. It can take 20 on Stealth checks to hide in plain sight as a wax sculpture.


Section 15: Copyright Notice

Like a Boss © 2023, Samurai Sheepdog. Authors: Kevin Glusing, Matt Daley, 54 Mike Myler, Charles W. Plemons III

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