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Aolaz

Creature 18 (rare) — construct

AnvilCrasherLANDconstruct

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; low-light-vision; flawless hearing
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 (Water Walk)

Offense

Melee Trunk (magical, reach-20, sweep, trip) +35, Damage 5d10+17 bludgeoning plus Grab
Melee Foot (magical, reach-10, unarmed) +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 — A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
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

The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).
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
Arcane Innate Spells DC 40, attack +30
4th Fly (Constant)
2nd Water Walk (Constant)

WORKS WELL WITH

SnareLANDA controller that lines targets up or holds them in place turns the Ultrasonic Blast's line into a hit against several targets at once.
SniperLANDA ranged ally stays outside the trunk's reach while the construct's raw Hardness and AC absorb melee attention.
WeaverLANDA debuffing caster fills the gap left by a mindless construct that has no save-based control of its own beyond Grab and Trample.

PUNISHES

✖ clumping✖ standing in a line✖ melee reliance
Avoid stacking with another huge or gargantuan Anvil; the colossus already dominates the battlefield's space, and a second large body just crowds the terrain for everyone, allies included.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Monster Core.

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