Wickerman

This humanoid-shaped colossus is a towering fury of burning wicker and wood.

Wickerman CR 13

XP 25,600
N Colossal construct (fire)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +0

DEFENSE

AC 20, touch 5, flat-footed 17 (+3 Dex, +15 natural, –8 size)
hp 157 (14d10+80); fast healing 1
Fort +4, Ref +7, Will +4
Defensive Abilities fire healing, hardness 5; Immune construct traits, fire
Weaknesses vulnerable to cold

OFFENSE

Speed 30 ft.
Melee 2 slams +19 (2d8+13 plus burn and grab)
Ranged burning brand +9 (4d6+13 plus burn)
Space 30 ft.; Reach 30 ft.
Special Attacks burn (1d6 fire, DC 17), wicker cage

STATISTICS

Str 37, Dex 16, Con —, Int —, Wis 10, Cha 7
Base Atk +14; CMB +35 (+39 grapple); CMD 48
SQ constant blaze

SPECIAL ABILITIES

Burning Brand (Ex)

Once per round, a wickerman can draw forth pieces of its own body and throw them as a ranged attack with a range increment of 60 feet.

Constant Blaze (Su)

A wickerman constantly burns but is never consumed. Its flames are magical. Immersion in water only suppresses the flames, and only for as long as the wickerman is immersed. While its flames are suppressed, the wickerman loses its burn ability, and its wicker cage ability doesn’t deal fire damage or cause creatures to catch on fire.

Fire Healing (Ex)

A magical attack that deals fire damage heals the wickerman 1 point of damage for every 3 points of damage the attack would otherwise deal.

Wicker Cage (Su)

If a wickerman successfully grapples a creature, as a move action it can shove the grabbed creature into the cage built into its chest. This works like swallow whole (4d6 fire damage plus the target automatically catches on fire, AC 17, 15 hp). The DC to put out this fire is 17. If a creature cuts its way free, the wickerman can’t use this ability again until it is fully healed. The save DC is Constitution-based.

ECOLOGY

Environment any land
Organization solitary
Treasure none

A wickerman is a towering wicker statue with a cage in its chest. Inanimate ones are used for sacrifices to gods or nature faiths, and the constructs to terrify a faith’s enemies.

Wickerman Construction

A wickerman is created from 12,000 pounds of wicker and rare wood costing 10,000 gp. Activating the wickerman requires sacrif icing a living humanoid inside its chest cage. Sacrificing a creature is an evil act.

CL 14th; Price 110,000 gp

CONSTRUCTION REQUIREMENTS

Feats Craft Construct; Spells fire seeds, wall of fire, warp wood; Special creator must be caster level 12th; Skill(s) Craft (carpentry) or Craft (sculptures) DC 15; Cost 60,000 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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