Numerian Guthallah
Creature 19 (rare) — construct
Pre-Remaster content. May include legacy alignment.
CrasherAnvilLANDSUBTERRANEANconstruct
A guthallath is an enormous construct created long ago by some unknown empire, probably as a war machine. 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 such a relic is buried up to its neck, covered in moss and stranded in some forgotten place. Yet, every so often, one of these harbingers of destruction reactivates in response to some unknown sti
Source: kingmaker-bestiary (Pre-Remaster)
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
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 its turn, a creature in the erosion aura's area takes 6d6 bludgeoning damage (DC 39 Fortitude).
Immunity to Magic — The guthallath is immune to spells of lower than 7th level and the activated effects of magic items of lower than 14th level.
Numerian Construct — Any encounters with adamantine golems, guthallaths, or radiant wardens in Numeria are with ancient robotic versions of these creatures. In encounters with them, describe them as having more technological aspects. The guthallath's erosion aura could be caused by clouds of deconstructor nanites and its annihilation beams manifest as plasma blasts. The adamantine golem might have tank treads instead of legs and its vent ability might manifest as a spray of dozens of laser beams in a cone. And the radiant warden's radiant beams and blast serve as rippling attacks of focused graviton beams.
All of these constructs have weakness 15 to critical hits and electricity, but their other statistics do not change. If you'd rather not introduce Numeria's themes of super-science and strange technology, you can either present these constructs as standard versions, or re-roll your encounter to get a more appropriate result for your game.
All of these constructs have weakness 15 to critical hits and electricity, but their other statistics do not change. If you'd rather not introduce Numeria's themes of super-science and strange technology, you can either present these constructs as standard versions, or re-roll your encounter to get a more appropriate result for your game.
Annihilation Beams — A guthallath releases two beams of destruction from its eyes. Each beam is a 120-foot line. Everything in either line takes the effect of a hit from a 10th-rank Disintegrate spell (DC 41 Fortitude). 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.
The guthallath can't use this ability again for 1d4 rounds.
Deadly Throw —
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 True Seeing (Constant)
3rd Haste (Constant)
WORKS WELL WITH
WeaverLAND / SUBTERRANEANThe Weaver channels enemy movement into the Crasher's Trample path and Erosion Aura, maximizing area punishment on clustered targets.
SniperLAND / SUBTERRANEANThe Crasher suppresses enemy movement through area denial and Trample threat, giving the Sniper clean firing lines from a safe distance.
FlankerLAND / SUBTERRANEANThe Crasher's disruption creates isolated, off-balance targets that the Flanker exploits for precision damage.
PUNISHES
✖ clumping✖ magic reliance✖ standing still
Works well with · Punishes · Pairing advice
Unlock with Tactics
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