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Living Lodestone

Creature 6 — elemental, metal

Pre-Remaster content. May include legacy alignment.

SnareAnvilLANDelementalmetalelectricity

This rotating sphere of dark, shiny metal floats about 5 feet off the ground, constantly surrounded by a whirling frenzy of smaller metallic objects caught up in its powerful magnetic field.

Source: rage-of-elements-bestiary (Pre-Remaster)

Perception +14; darkvision
Skills athletics +15
Str
+5
Dex
+3
Con
+4
Int
+0
Wis
+4
Cha
+4
AC 23 Fort +14 Ref +13 Will +16
HP 95
Immunities bleed, paralyzed, poison, sleep
Resistances electricity 5
Speed 20 feet (hover)

Offense

Melee Jolt +15, Damage 2d6+8 electricity
Ranged Hurled Metal Object (magical, primal) +13, range increment 60 feet, Damage 2d10+7 bludgeoning

Abilities

Electromagnetic Disruption — When living lodestone takes electricity damage, they automatically reverses polarity.
Magnetic Field (aura, metal, primal) — 60 feet.

A living lodestone constantly emits a powerful magnetic field that is either positively or negatively aligned. Each creature within the aura that is wielding a metallic weapon, wearing metallic armor, or made partially or entirely out of metal is subject to an effect determined by the lodestone's current polarity.

Negative An affected creature is pushed 5 feet away from the lodestone at the start of each of its turns, and it treats each square in the aura as difficult terrain when moving closer to the lodestone. Unattended metal objects in the aura of 2 Bulk or less are pushed just outside the aura.

Positive An affected creature is pulled 5 feet toward the lodestone at the start of each of its turns, and it treats each square in the aura as difficult terrain when moving farther from the lodestone. Unattended metal objects in the aura of 2 Bulk or less are pulled adjacent to the lodestone.
Hover — A living lodestone floats above the ground high enough to ignore all difficult terrain and greater difficult terrain on the ground.
Magnetic Disarm (primal) — The living lodestone attempts to Disarm a metal weapon from a creature within its magnetic field. On a critical success, the weapon is either pushed to just outside the aura if the polarity is negative or is pulled to the lodestone and sticks to it if the polarity is positive. An item stuck to the lodestone can be wrenched free with an Interact action.
Reverse Polarity — The living lodestone switches the polarity of its magnetic field from positive to negative, or vice versa. Each creature affected by the lodestone's aura falls Prone unless it succeeds at a DC 21 Reflex save.

The lodestone can't Reverse Polarity again for 1d4 rounds.

WORKS WELL WITH

CrasherLANDA mobile striker capitalizes on foes knocked Prone by the reversed polarity before they can Stand.
FlankerLANDA precision attacker turns weapons disarmed by the magnetic field into an easy Off-Guard opening.
SniperLANDA ranged damage dealer keeps pressuring targets that the aura has already disarmed of their melee options.

PUNISHES

✖ metal weapon reliance✖ clumping✖ standing in the aura
Do not stack with another aura-control creature; overlapping auras confuse which polarity affects which target.
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 Rage of Elements.

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