Guthallath
Creature 19 (rare) — construct
CrasherAnvilLANDSUBTERRANEANconstruct
A guthallath is an enormous construct created long ago, probably as a war machine, by a long-forgotten empire. Nearly 100 feet tall, this massive stone statue typically resembles a stalwart warrior wearing only a loincloth and skullcap. Few have seen the entire body of a guthallath, though; most of the time, the relic is buried up to its neck, covered in moss, and stranded in a forgotten place. Yet every so often, one of these harbingers of destruction reactivates in response to some unknown sti
Source: pathfinder-monster-core
Perception +30; darkvision, truesight 60 feet
Skills acrobatics +25, athletics +40
Str
+10
Dex
+2
Con
+8
Int
-4
Wis
+0
Cha
-1
AC 43
Fort +38
Ref +32
Will +30
HP 325
Resistances physical (except adamantine) 15, spells (except cold, earth, water) 15
Speed 40 feet, burrow 50 feet
Offense
Melee Fist (deadly-3d12, magical, reach-20, unarmed) +38, Damage 4d12+18 bludgeoning plus Improved Grab, Improved Push
The Guthallath can choose either Improved Grab or Improved Push 20 feet when it hits with a fist attack.
Melee Foot (deadly-3d12, magical, reach-20, unarmed) +38, Damage 4d8+18 bludgeoning plus Improved Knockdown
Abilities
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.
Erosion Aura (aura, primal) — 120 feet.
The guthallath erodes away the physical integrity of all around it. Creatures and objects in the emanation other than the guthallath have their Hardness and resistances reduced by 10.
At the start of their turn, a creature in the erosion aura's area takes 6d6 bludgeoning damage with a DC 39 Fortitude save.
The guthallath erodes away the physical integrity of all around it. Creatures and objects in the emanation other than the guthallath have their Hardness and resistances reduced by 10.
At the start of their turn, a creature in the erosion aura's area takes 6d6 bludgeoning damage with a DC 39 Fortitude save.
Immunity to Magic — The guthallath is immune to spells of 6th rank or lower and activations of magic items of 13th level or lower.
Annihilation Beams — A guthallath releases two beams of destruction from its eyes. Each beam is a 120-foot line. Everything in either line takes 13d10 untyped damage with a DC 41 Fortitude save.
A creature reduced to 0 HP is reduced to a fine powder as the Disintegrate spell. There is no additional effect on creatures in any area where the beams overlap.
The guthallath can't use this ability again for 1d4 rounds.
A creature reduced to 0 HP is reduced to a fine powder as the Disintegrate spell. There is no additional effect on creatures in any area where the beams overlap.
The guthallath can't use this ability again for 1d4 rounds.
Deadly Throw — The creature being landed on can attempt a DC 41 Reflex save.
Powerful Blows — If a guthallath hits with an attack and rolls a natural 19 on the d20 roll, the attack is a critical hit. This has no effect if the 19 would be a failure.
Trample — Huge or smaller, foot, DC 45 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).
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).
Improved Grab —
Improved Knockdown —
Improved Push 20 feet —
Primal Innate Spells DC 37, attack +29
6th Truesight (Constant)
3rd Haste (Constant)
WORKS WELL WITH
SnareLAND / SUBTERRANEANA controller that keeps the party grouped turns the line-shaped Annihilation Beams into a full-party threat instead of a single target's.
SniperLANDRanged damage from outside melee reach avoids the Trample and Improved Knockdown that punish anyone adjacent.
WeaverLAND / SUBTERRANEANA caster applying non-physical pressure works around the construct's aura stripping resistances from everything nearby, since that aura hurts allies and foes alike.
PUNISHES
✖ clumping✖ reliance on resistances✖ standing still
Avoid pairing with other resistance-reduction auras; the effect does not stack meaningfully and only clutters the battlefield.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Guthallath in the encounter builder — free, no install.
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