Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Breath Weapon
(divine) The Azmakian effigy exhales rusting gas in a 15-foot cone. The gas deals 2d6 damage to the highest-level metal item carried by every creature in the area, ignoring these items' Hardness (DC 22 basic Fortitude save); unattended metal items in the area take this damage automatically. The Azmakian effigy can't use its Breath Weapon again for 1d4 rounds.
Ability
Powerful Charge
The Azmakian effigy Strides twice and then makes a horn Strike. If it moved at least 20 feet from its starting position, the Strike's damage is increased to 3d10+10.
Offense
Melee
Circumstance: combat round (melee)
horn +18 [+13/+8], Damage 2d10+10 piercing
Trait
Construct
A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.
Trait
Fiend
Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.
Immunity
death effects
disease
doomed
drained
fatigued
healing
necromancy
nonlethal attacks
paralyzed
poison
sickened
unconscious
Language
Common
Infernal
Perception
darkvision
Resistance
fire 10
physical 10 (except adamantine)