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Aolaz

Creature 18 (rare) — construct

Aolazes are great beasts carved from stone and metal and magically imbued with the essence of life. The exact means of their creation is a long-lost secret, and they are so rare that scholars have little opportunity to study active specimens. The best-known aolazes are museum pieces or battlefield relics destroyed or deactivated centuries ago, though fragmented records suggest that many more were made and might remain, yet to be unearthed. Most aolazes are built in the shape of great land-bound

Source: pathfinder-monster-core

Perception +33
Skills athletics +35
Str
+9
Dex
+4
Con
+8
Int
-4
Wis
+6
Cha
+3
AC 42 Fort +35 Ref +27 Will +31
HP 255
Immunities sonic
Resistances physical (except adamantine) 15
Speed 50 feet

Offense

Melee Trunk +35, Damage 5d10+17 bludgeoning
Melee Foot +33, Damage 5d8+15 bludgeoning

Abilities

Flawless Hearing — An aolaz has an incredible sense of hearing. It can hear any sound made within 1,000 feet as though it were only 5 feet away from the source of the sound, and any sound within 1 mile as though it were only 30 feet away from the source of the sound. An aolaz's hearing is a precise sense.
Constant Spells — Constant Spells
Roll — The aolaz tucks its head down and rolls up into an armored sphere. While Rolling, an aolaz has AC 44, Fort +37, Ref +29, Will +33, and Speed 100 feet, but it can't use its trunk Strikes or its Ultrasonic Blast. It can make foot Strikes while rolling, but only as part of a Trample. The aolaz can use this action again to unroll and resume its standing form.
Trample — Huge or smaller, foot, DC 40 Reflex Trample
Ultrasonic Blast (arcane, sonic) — The aolaz releases a tremendous blast of sonic energy from its trunk in a 150-foot line, dealing 12d10 sonic damage. The frequency of this sound is such that it is completely imperceptible to humanoids, but the damage it wreaks is all too evident. Each creature in the area must attempt a DC 40 Fortitude save. The aolaz can't use Ultrasonic Blast again for 1d4 rounds. **Critical Success** The creature is unaffected. **Success** The creature takes half damage and is Stunned 1. **Failure** The creature takes full damage and is Stunned 2. **Critical Failure** The creature takes double damage and is Stunned 3.
Grab — Grab

Spells

Fly (Constant) (rank 4)
Water Walk (Constant) (rank 2)

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