Soulbound Shell
A soulbound shell is the perfected version of a soulbound mannequin, allowing the soul to retain its spellcasting.
A soulbound shell is constructed from marble, a 5,000 gp gem for the soul focus, and the soul of a willing spellcaster of at least 12th level who dies at the culmination of the creation process and animates the stone shell.
- HP
- 132 (15d10+50)
- AC
- 26, touch 11, flat-footed 25 (+4 armor, +1 Dex, +11 natural)
- Speed
- 30 ft.
- Init
- +1
- Melee
- mwk dagger +17/+12/+7 (1d4+1/19–20)
- BAB
- +15
- CMB
- +16
- CMD
- 27
- Fort
- +5
- Ref
- +6
- Will
- +7
- DR
- 10/adamantine and magic
- SR
- 23
Soul Focus — The soul bound to the shell lives within a gem inside its chest. As long as this soul focus remains intact, it can be used to animate another shell, at the same cost as creating a new soulbound shell, and retains its personality and memories. A soul focus has hardness 8, 12 hit points, and a break DC of 20.
Combat Casting, Craft Construct, Greater Spell Focus (conjuration), Improved Iron Will, Iron Will, Skill Focus (Spellcraft), Spell Focus (enchantment), Spell Focus (enchantment), Toughness
Special Abilities
Feats, Traits & Items
You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
You can create any construct whose prerequisites you meet. The act of animating a construct takes one day for each 1,000 gp in its market price. To create a construct, you must use up raw materials costing half of its base price, plus the full cost of the basic body created for the construct. Each construct has a special section that summarizes its costs and other prerequisites. A newly created construct has average hit points for its Hit Dice.
Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus.
Once per day, you may reroll a Will save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.
You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Craft (sculptures) +20, Disguise +16, Knowledge (arcana) +20, Knowledge (engineering) +20, Perception +15, Spellcraft +26, Use Magic Device +16
- Type
- Construct
- Alignment
- N
- Size
- Medium
- Environment
- any land
- Organization
- solitary or workshop (1 plus 2–8 other constructs)
- Treasure
- standard (mwk dagger, other treasure)
- Senses
- darkvision 60 ft., low-light vision; Perception +15
- Languages
- Aklo, Common, Draconic
- Source
- Bestiary 4
Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.
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Uses feat: Combat Casting (Feat)Core content from Paizo Inc., reproduced by TheCrazyGM under OGL 1.0a — see the Section 15 notice.
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Uses feat: Craft Construct (Feat)Cites Paizo Inc., a publisher in our reference directory. Citation reviewed by a moderator.
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Uses feat: Greater Spell Focus (Feat)Core content from Paizo Inc., reproduced by TheCrazyGM under OGL 1.0a — see the Section 15 notice.
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Uses feat: Iron Will (Feat)Core content from Paizo Inc., reproduced by TheCrazyGM under OGL 1.0a — see the Section 15 notice.
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