Warsworn
Creature 16 (uncommon) — undead, unholy
AnvilLANDundeadunholy
A warsworn is an animate mass of corpses composed of dozens, sometimes even hundreds, of victims of battle. They are formed by deities of undeath or war or, rarely, spontaneously manifest from the devastation of an especially horrendous battle.
Source: pathfinder-monster-core
Perception +27; darkvision
Languages common; (Can't Speak Any Language)
Skills athletics +33
Str
+9
Dex
+5
Con
+7
Int
-1
Wis
+5
Cha
+5
AC 37
Fort +29
Ref +25
Will +27
+1 status to all saves vs. vitality
HP 350 (void healing)
Immunities death-effects, disease, paralyzed, poison, unconscious, bleed
Speed 30 feet
Offense
Melee Corpse Wave (magical) +32, Damage 4d12+9 bludgeoning plus Energy Drain
Melee Animated Weapon (agile, magical, reach-100) +30, Damage 4d4+9 bludgeoning
Ranged Scrap Ball (magical) +28, range increment 100 feet, Damage 4d12+9 bludgeoning plus Plummet
Abilities
+1 Status to All Saves vs. Vitality —
Frightful Presence (aura, emotion, fear, mental) — 100 feet. DC 35 Will
A creature that first enters the area must attempt a Will save.
Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
Critical Success The creature is unaffected by the presence.
Success The creature is Frightened 1.
Failure The creature is Frightened 2.
Critical Failure The creature is Frightened 4.
A creature that first enters the area must attempt a Will save.
Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
Critical Success The creature is unaffected by the presence.
Success The creature is Frightened 1.
Failure The creature is Frightened 2.
Critical Failure The creature is Frightened 4.
Reactive Strike —
Void Healing — A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
Absorb (death, divine, void) —
Animated Weapons (aura, divine) — 100 feet.
The warsworn automatically controls unattended weapons in the aura, which levitate around the warsworn. The warsworn can telekinetically wield these weapons to make melee Strikes with a reach of 100 feet. These strikes deal four of the weapon's damage dice +9 and use the weapon's damage type.
The warsworn automatically controls unattended weapons in the aura, which levitate around the warsworn. The warsworn can telekinetically wield these weapons to make melee Strikes with a reach of 100 feet. These strikes deal four of the weapon's damage dice +9 and use the weapon's damage type.
Energy Drain (divine, void) — When a warsworn hits with a corpse wave Strike or damages a creature with Trample, the target must succeed at a DC 35 Fortitude save or become Drained 2 and Doomed 1. On a critical success, the target becomes temporarily immune to the warsworn's energy drain for 24 hours.
Plummet — A creature hit by a warsworn's scrap ball Strike must attempt a DC 37 Reflex save. On a failure, the target falls Prone; if the target was airborne, it falls up to 120 feet, taking damage from the fall and landing prone if the descent brings it to the ground. On a critical failure, the target is also held under a pile of scrap (Escape).
Trample — Huge or smaller, corpse wave, DC 37 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).
WORKS WELL WITH
SniperLANDA ranged damage dealer can keep firing while this bulwark's huge reach and Reactive Strike keep melee attackers pinned at the front.
WeaverLANDA caster gains safe casting space behind a wall of animated weapons that punishes anyone who closes to strike it.
FlankerLANDA mobile skirmisher can slip past the reach threat to land flanks while the bulwark occupies the front line's priority target.
PUNISHES
✖ clumping✖ low Will✖ melee reliance
Avoid pairing with another Anvil; the encounter gains no new pressure and simply doubles the front-line stall.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Warsworn in the encounter builder — free, no install.
Open in PathfinderGM →