Siege Shard

CREATURE 3

uncommon n tiny construct 

Perception +9; darkvision

Skills Athletics +9, Stealth +10

Str +2 Dex +3 Con +2 Int -4 Wis +2 Cha -4

AC  19 (15 when broken); Fort +12, Ref +6, Will +9

HP 37; Hardness 5; Immunities bleed, death effects, disease

Exorcism Mental damage ignores a siege shard's hardness. Additionally, proving the siege shard's generative conflict is over with the.

Prove Peace activity reverts the creature to ordinary stone.

Surreptitious Siege While a siege shard is embedded within a structure while using meld into stone, the structure and all objects within it take twice as long to repair.

Speed fly 25 feet

Melee [>] slam +11, Damage 1d8+4 bludgeoning

Occult Innate Spells DC 20, attack +12; 3rd meld into stone (at will); 2nd telekinetic maneuver

Cantrips (2nd) mage hand, telekinetic projectile.

Overwhelming Anguish [>>] (emotion, enchantment, mental, occult) Frequency once per minute; Effect The siege shard emits a disorienting psychic blast. All creatures within a 15 feet take 4d6 mental damage (DC 20 basic Will save).

Rejuvenation (abjuration, occult) When a siege shard is destroyed within 100 feet of a structure, it reforms after 2d4 days within the nearest structure, fully healed. A siege shard within a structure can be permanently destroyed by the Prove Peace activity.

AoE1, page 84.

Open Siege Shard in the interactive creatures list or browse all creatures starting with S.