Tiberolith

A bizarre thrum echoes from somewhere deep within this towering stone hulk, the ground roiling beneath the monolithic creature’s stony feet as blue liquid runs down its shuddering body.

Tiberolith CR 10

XP 9,600
N Huge construct
Init +0; Senses darkvision 60 ft., low-light vision; Perception +0

DEFENSE

AC 24, touch 8, flat-footed 24 (+16 natural, –2 size)
hp 111 (13d10+40)
Fort +4, Ref +4, Will +4
Defensive Abilities spell trap; DR 10/adamantine and bludgeoning; Immune acid, construct traits; Resist electricity 30; SR 24

OFFENSE

Speed 30 ft.
Melee 2 slams +19 (3d8+8)
Space 15 ft.; Reach 15 ft.
Special Attacks corrosive strikes, shockwave

STATISTICS

Str 26, Dex 11, Con —, Int —, Wis 11, Cha 1
Base Atk +13; CMB +23; CMD 33

SPECIAL ABILITIES

Corrosive Strikes (Ex)

A tiberolith reduced to 30 or fewer hit points leaks acid, and deals an additional 1d6 points of acid damage with its slam attacks.

Shockwave (Su)

Three times per day, a tiberolith can unleash a burst of electricity. This blast deals 12d6 points of electricity damage to all creatures within 30 feet (Reflex DC 16 half). A tiberolith is immune to its shockwave and that of other tiberoliths. The save DC is Constitution-based.

Spell Trap (Su)

When a tiberolith is targeted by a spell that allows spell resistance and its spell resistance fails to protect it against that spell, the spell instead becomes trapped in the tiberolith’s magical runes. The runes can only trap one spell at a time; if a second spell would become trapped, the first spell affects the tiberolith normally (including allowing a saving throw, if appropriate) and the second spell is trapped. A trapped spell dissipates harmlessly after 24 hours.

ECOLOGY

Environment any coastlines or water
Organization solitary, pair, or squad (3–4)
Treasure standard

Tiberoliths are magical constructs with primitive internal mechanical components, held together with sinew and plant matter. Created by a vicious lost civilization to protect its citadels, villages, and treasures, tiberoliths are found in submerged ruins and remain immobile unless attacked or approached by unauthorized intruders. Each is covered in a unique pattern of markings that glow blue when it moves. When active, it makes an unmistakable high-pitched whirring sound. A tiberolith typically stands 18 feet tall and weighs 7,000 pounds. Its stone body is filled with an acidic blue alchemical liquid that channels electricity from its mechanisms. In addition to this fluid, its hollow interior spaces have puzzlebox-like devices anchored within them, though how these relate to the creature’s movement is unknown.

Construction

A tiberolith is created from three to four slabs of naturally occurring stone such as limestone, typically weighing 2,000 to 2,500 pounds each. These slabs must be bound with vegetative- or sinew-based lashing materials treated with rare unguents costing at least 7,000 gp.

CL 12th; Price 48,000

CONSTRUCTION REQUIREMENTS

Feats Craft Construct, acid fog, limited wish, stone shape; Special creator must be at least caster level 11th; Skill Craft (sculptures) or Craft (stonemasonry) DC 18; Cost 24,000 gp

Section 15: Copyright Notice

Pathfinder Roleplaying Game Bestiary 4 © 2013, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.

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