Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Eager Shadows
The shadowforged guardian increases all of its Speeds by 30 feet during the first round of combat after rolling initiative.
Ability
Induction Word
Each shadowforged guardian is activated during creation by a special word or short phrase spoken by its creator, and hearing this induction word resets its functions. If the guardian hears a creature within 30 feet utter its induction word, the guardian must succeed at a DC 26 Will save or become stunned 1 (stunned 3 on a critical failure). Regardless of the result of this save, it's immune to utterances of its induction word until the end of its next turn.
Ability
Shadow Breath
(necromancy, occult, shadow) The shadowforged guardian expels a 30-foot cone of twisting shadows from its mouth. All creatures in the area must attempt a DC 29 Fortitude save. The guardian can't use Shadow Breath for 1d4 rounds. Critical Success The creature is unaffected. Success The creature is enfeebled 1 until the end of its next turn. Failure The creature is enfeebled 1 for 1 hour and slowed 1 for 1 minute. Critical Failure The creature is enfeebled 2 for 24 hours and slowed 2 for 1 minute.
Ability
Twilight Aura
(aura, illusion, occult, shadow) 30 feet. The shadowforged guardian's presence dims light and brightens shadows to a strange, twilit half-light. Light can't emanate brighter than dim light in this area while darkness is simultaneously illuminated to dim light. The shadowy aura automatically attempts to counteract any 5th-level or lower magical light or darkness effect brought into this aura or created in this area (counteract check +21, 5th level). As long as the guardian is in dim light, it gains a fly Speed of 30 feet.
Offense
Melee
Circumstance: combat round (melee)
claw +23 [+19/+15] (agile, reach 10 feet), Damage 2d8+11 slashing plus 1d6 cold and Push
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
Mindless
A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.
Immunity
death effects
disease
doomed
drained
fatigued
healing
mental
necromancy
nonlethal attacks
paralyzed
poison
sickened
unconscious
Perception
greater darkvision
Resistance
cold 10
physical 10 (except adamantine)
Weakness
slashing 10