Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Melt
If a tallow guardian takes any fire damage, its body melts somewhat and becomes even more difficult to damage. Until the end of its next turn, its resistance to slashing and piercing damage increases to 10, and its resistance to bludgeoning damage increases to 5.
Ability
Molten Wax
All persistent fire damage caused by a tallow guardian comes from globs of molten hot tallow that cling to its foes. This tallow cools automatically after 4 rounds, or immediately if the creature takes any cold damage; once the tallow cools, the persistent fire damage ends.
Ability
Slowed by Cold
If a tallow guardian takes any cold damage, it loses the benefits granted by melt and becomes slowed 1.
Offense
Encase
The tallow guardian attempts to pull a Medium or smaller creature it has grabbed into its body. The tallow guardian attempts an Athletics check opposed by the grabbed creature's Reflex DC. If it succeeds, it encases the creature with its body. An encased creature is grabbed, is slowed 1, and must hold its breath or start suffocating. It takes 2d6 fire damage from the tallow guardian's molten hot wax when it's first encased, and at the end of each of its turns while it's encased. A tallow guardian can only have one encased creature at a time; if a tallow guardian encases a new creature, a previously encased creature is forced out of its body into an adjacent square of the creature's choice. An encased creature can break free with a successful DC 22 check to Escape. An encased creature can attack the tallow guardian, but only with unarmed attacks or with weapons of light Bulk or less. The tallow guardian is flat-footed against the attack. If the tallow guardian takes 7 or more bludgeoning or slashing damage from an encased creature, the creature wrenches itself free. A creature that gets free by either method can immediately breathe and exits the tallow guardian's space, but it continues to take 1d6 persistent fire damage from the molten wax that clings to its body. If a tallow guardian is destroyed, any creature it has encased is automatically released as the guardian's body collapses into a shapeless mound of tallow.
Offense
Melee
Circumstance: combat round (melee)
fist +18 [+13/+8] (magical), Damage 2d8+8 bludgeoning plus 1d6 persistent fire and Grab
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
bleed
death effects
disease
doomed
drained
fatigued
healing
mental
necromancy
nonlethal attacks
paralyzed
poison
sickened
unconscious
Perception
darkvision
Resistance
fire 5
physical 5 (except bludgeoning)
Weakness
cold 10