A bizarre thrum echoes from somewhere deep within this towering stone hulk, the ground roiling beneath the monolithic creature's stony feet as blue liquid runs down its shuddering body.
XP 9,600 DEFENSEAC 24, touch 8, flat-footed 24 (+16 natural, –2 size) OFFENSESpeed 30 ft. STATISTICSStr 26, Dex 11, Con —, Int —, Wis 11, Cha 1 SPECIAL ABILITIESCorrosive Strikes (Ex)A tiberolith reduced to 30 or fewer hit points leaks acid, and deals an additional 1d6 points of acid damage with its slam attacks. Shockwave (Su)Three times per day, a tiberolith can unleash a burst of electricity. This blast deals 12d6 points of electricity damage to all creatures within 30 feet (Reflex DC 16 half). A tiberolith is immune to its shockwave and that of other tiberoliths. The save DC is Constitution-based. Spell Trap (Su)When a tiberolith is targeted by a spell that allows spell resistance and its spell resistance fails to protect it against that spell, the spell instead becomes trapped in the tiberolith's magical runes. The runes can only trap one spell at a time; if a second spell would become trapped, the first spell affects the tiberolith normally (including allowing a saving throw, if appropriate) and the second spell is trapped. A trapped spell dissipates harmlessly after 24 hours. | Tiberolith Construction
A tiberolith is created from three to four slabs of naturally occurring stone such as limestone, typically weighing 2,000 to 2,500 pounds each. These slabs must be bound with vegetative- or sinew-based lashing materials treated with rare unguents costing at least 7,000 gp. CL 12th; Price 48,000 CONSTRUCTION REQUIREMENTSCraft Construct, acid fog, limited wish, stone shape, creator must be at least caster level 11th; Skill Craft (sculptures) or Craft (stonemasonry) DC 18; Cost 24,000 gp |