Sigilite CR 9
In place of a head, this statue has a slab of stone carved with a glowing symbol.
N Large construct (magical)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +17
Aura symbolic (40 ft., DC 16)
DEFENSE HP 145
EAC 22; KAC 24
Fort +9; Ref +9; Will +6
DR 5; Immunities construct immunities
Weaknesses symbol dependency
Defensive Abilities unliving
Speed 30 ft.
Melee slam +19 (2d10+15 B)
Ranged beam +22 (3d6+9 Fo, range 120 ft., aligned blast)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 9th)
At will—command (DC 13)
1/day—bestow curse (DC 13), remove affliction, suggestion (DC 13)
Str +6; Dex +0; Con -; Int +0; Wis +4; Cha +3
Skills Culture +22, Mysticism +17, Sense Motive +17
Languages Common, one racial or cultural language spoken by its creator, one extraplanar language related to its symbol
Organization single, chapter (2-10)
Aligned Blast (Su)
A sigilite projects its beam attack from the symbol carved into its head. The damage of this attack also counts as the alignment types of the deity or concept represented by the symbol, whether lawful, chaotic, good, or evil. It counts as both types of damage, such as lawful and good or chaotic and evil.
Symbol Dependency (Su)
Each sigilite has a holy symbol carved into its head that represents a deity, demigod, or concept. The sigilite’s true neutral alignment changes to an alignment matching that of its holy symbol. This alignment controls the effects of its other abilities. If a coup de grace is used against a sigilite, the attacker can choose to destroy the sigilite’s symbol rather than attack it. This deal no damage to the sigilite but immediately removes its animating force. A sigilite incapacitated in this manner is nothing more than a common statue until a new symbol is carved and can be used to replace all material components of creating a sigilite of one’s own.
Symbolic Aura (Su)
The holy symbol that powers and drives a sigilite creates a powerful aura of energy around it. Any creature that enters this aura must make a DC 16 Will save every round it remains in range. For every round, a creature fails such a save it suffers one or more conditions for 1d4 rounds depending on the sigilite’s alignment, with no penalties on a successful save. However, even on a failed save a creature will not suffer the effects from conditions they match in alignment. For example, a Neutral Good creature in the range of a Neutral Evil sigilite will suffer the effects of the Evil determined condition but not the Neutral one, while a Neutral Evil creature will suffer no ill effects and a Lawful Good creature will suffer both. A sigilite cannot disable this aura.
- Lawful: Staggered
- Chaotic: Nauseated
- Neutral: Fascinated
- Good: Cowering
- Evil: Frightened
Symbols can be powerful things. The arrangement of symbols that is language can carry great and intricate meaning, warning symbols can save lives, symbols of peace can be rallying points for great movements. But in some cases, the power a symbol holds is greater than simple metaphor. Symbols of gods, of archfiends and empyreal lords, of vast concepts, all of these can hold a very real power of their own. One with the right arcane knowledge can make use of this and twist this symbolic power into an animating force, creating a construct that constantly emanates the energies that its animating symbol represents. Such a creation is known as a sigilite.
Sigilites see the most use in religious organizations, whether good or evil. There they serve as powerful reminders of the religion’s core tenants, walking avatars of their god’s power. In some cases they are merely decorative additions to a holy site to give it more gravitas than it would otherwise have through their symbolic aura. In some such cases the sigilite is hidden so as to make visitors believe such effects are an innate part of the holy site, a trick most often used in churches and temples where the construction allows for a simple hidden compartment inn a wall or floor. In others the sigilite serves as a guardian of the faith. Whether patrolling halls, flanking relics, or posing as simple religious statues, a sigilite is a potent warrior against any who would threaten its charge. In less location-bound faiths or when far from any established bastion of faith, a sigilite may serve as an altar and temple unto itself. Through its aura a sigilite essentially makes its surroundings into the holy ground of its faith, and in some faiths, a representation of their god itself.
A sigilite’s aura is by far its most potent and notable ability. Even those whose alignment protects them from any effects will feel the power emanating from the statue should they approach too close, while those whose force of will protected them will feel the constant pressure as the sigilite continues to batter at them. A sigilite always takes note of those who would succumb to its powers but manage to resist. Out of combat, this attention merely takes the form of watching such subjects, an unnerving but ultimately harmless attitude as its head moves to constantly track the offending party. While in combat this becomes more dangerous as it focuses on such targets, singling out the enemy with the alignment farthest from its own to target with its beam attacks. While this often makes a sigilite an excellent defended by allowing it to single out the foe most likely to oppose it, this makes for a crippling weakness against infighting. This is particularly damaging among evil faiths, where followers of opposing by identically aligned gods and archfiends will periodically move against one another.
A sigilite also has several magical abilities to make use of. For those who share its alignment its touch can erase crippling conditions, while those who oppose it find themselves blighted with curses. More fearsome is its voice. A sigilite’s commands carry with them great authority, invested in them by their creators and the power they represent. Typically used to prevent conflict in the areas they oversee, in command this quickly twists into a potent tool. Enemies drop their weapons or throw themselves to the ground at its command, while the particularly weak-willed may switch sides entirely.