Animated Object Universal Rules
| Size | Sample Object | HD | CP | CR |
|---|---|---|---|---|
| Tiny | Candelabra | 1d10 | 1 | 1/2 |
| Small | Chair | 2d10+10 | 1 | 2 |
| Medium | Cage | 3d10+20 | 2 | 3 |
| Large | Statue | 4d10+30 | 3 | 5 |
| Huge | Wagon | 7d10+40 | 4 | 7 |
| Gargantuan | Catapult | 10d10+60 | 5 | 9 |
| Colossal | Ship | 13d10+80 | 6 | 11 |
An animated object is not simply one monster, but a whole category. The stats presented here are for a Medium animated object (with 2 CP that have not been spent to gain additional abilities), but any object can become animated, most commonly via the spell animate objects. Permanent animated objects can be built using the Craft Construct feat. Unless an animated object uses a Construction Point to be made of another material, all animated objects are made of wood or material of equivalent hardness. Creating an animated object of a different size than Medium can be done simply by adjusting the object’s size (and thus adjusting its Strength, Dexterity, natural armor bonus, and size modifier to attack and AC) and Hit Dice.
Additional Natural Attack (Ex, 1 CP): The object gains an additional natural attack. The object must have an appropriate appendage or part for the natural attack.
Additional Movement (Ex, 1 CP): Gains a new mode of movement (, , [clumsy], or ) at a speed equal to its base speed.
Augmented Critical (Ex, 1 CP): Increase the threat range for the Animated Object’s melee attacks by 1 or the threat multiplier by 1. This cannot combine with itself or with the piercing attack or slashing attack object abilities.
Burn (Ex, 1 CP): The object gains burn (1d6) with its slam attacks. This can be applied multiple times. Its effects stack.
Constrict (Ex, 1 CP): Gains with its slam attacks (the object must have grab before it can take this ability).
Exceptional Reach (Ex, 1 CP): The object gains +5 feet of reach with one melee attack. Increase reach on all attacks for an additional +1 CP.
Faster (Ex, 1 CP): One of the object’s movement modes increases by +10 ft.
Grab (Ex, 1 CP): Gains special attack with slam attacks.
Improved Attack (Ex, 1 CP): All the Animated Object’s melee or ranged attacks do damage as though it were one size category larger. A crafter must purchase Improved Attack separately for melee and ranged attacks.
Metal (Ex, 2 CP): The object is made of common metal. Its hardness increases to 10, and it gains a +2 increase to its natural armor bonus. Mithral objects cost 4 CP, and gain hardness 15 plus a +4 increase to natural armor. Adamantine objects cost 6 CP, gain hardness 20, and receive a +6 increase to natural armor.
Piercing Attack (Ex, 1 CP): Replace one melee attack with an attack that does the same amount of piercing damage and has a ×3 multiplier. Replace all melee attacks for an additional +1 CP. Object abilities that specify slam attacks do not work on piercing attacks.
Pull (Ex, 1 CP): The object gains a (5 feet) special attack with slam attacks (the object must have grab before it can take this ability).
Ranged Attack (Ex, 2 CP): Replace one slam attack with a ranged attack. It does the same amount of damage, and has a range of 20 feet. Replace all attacks for an additional +2 CP. Object abilities that specify slam attacks do not work on ranged attacks.
Resistance (Ex, 2 CP): The object gains 5 to one type of damage (acid, cold, electricity, or fire) chosen at the time of the object’s creation. This effect can be applied multiple times. Its effects do not stack; each time it is applied, it applies to a different type of damage.
Slashing Attack (Ex, 1 CP): Replace one slam attack with an attack that does slashing damage and has either a 19–20 threat range (for blade-like attacks) or a ×3 threat multiplier (for axe- or scythelike attacks). Replace all melee attacks for an additional +1 CP. Object abilities that specify slam attacks do not work on slashing attacks.
Stone (Ex, 1 CP): The object is made of stone or crystal. Its hardness increases to 8 and it gains a +1 increase to its natural armor bonus.
Trample (Ex, 2 CP): The object gains the special attack.
Trip (Ex, 2 CP): The object gains the special ability with one of its slam attacks.
Tiny Animated Object
Five blue-green flames curl above black candles on the sweeping arms of a tarnished, leaf-engraved candelabrum.
N Tiny
Init +2; Senses 60 ft., ; Perception –5
DEFENSE
AC 18, touch 14, flat-footed 16 (+2 Dex, +4 natural, +2 size)
hp 5 (1d10)
Fort +0, Ref +2, Will –5
Defensive Abilities 5 (or more);
OFFENSE
Speed 15 ft.
Melee slam +1 (1d2–2)
STATISTICS
Str 6, Dex 14, Con —, Int —, Wis 1, Cha 1
Base Atk +1; +1; CMD 9
SQ 1 construction point
ECOLOGY
Environment any
Organization solitary, pair, or group (3–12)
Treasure none
Small Animated Object
A scratched wooden chair lifts its turned front legs beneath a cracked green leather seat edged with brass studs.
N Small
Init +1; Senses 60 ft., ; Perception –5
DEFENSE
AC 16, touch 12, flat-footed 15 (+1 Dex, +4 natural, +1 size)
hp 21 (2d10+10)
Fort +0, Ref +1, Will –5
Defensive Abilities 5 (or more);
OFFENSE
Speed 20 ft.
Melee slam +3 (1d3)
STATISTICS
Str 10, Dex 12, Con —, Int —, Wis 1, Cha 1
Base Atk +2; +1; CMD 12
SQ 1 construction point
ECOLOGY
Environment any
Organization solitary, pair, or group (3–12)
Treasure none
Medium Animated Object
Chains clink as they reach from a rusted cage like hooked limbs, a yellow skeleton swaying behind riveted bars.
N Medium
Init +0; Senses 60 ft., ; Perception –5
DEFENSE
AC 14, touch 10, flat-footed 12 (+4 natural)
hp 36 (3d10+20)
Fort +1, Ref +1, Will –4
Defensive Abilities 5 (or more);
OFFENSE
Speed 30 ft.
Melee slam +5 (1d6+3)
STATISTICS
Str 14, Dex 10, Con —, Int —, Wis 1, Cha 1
Base Atk +3; +5; CMD 15
SQ 2 construction points
ECOLOGY
Environment any
Organization solitary, pair, or group (3–12)
Treasure none
Large Animated Object
A cracked stone warhorse raises one foreleg, pale blue light shining from its eyes and the fissures across its chest.
N Large
Init –1; Senses 60 ft., ; Perception –5
DEFENSE
AC 14, touch 8, flat-footed 14 (–1 Dex, +6 natural, –1 size)
hp 52 (4d10+30)
Fort +1, Ref +0, Will –4
Defensive Abilities 5 (or more);
OFFENSE
Speed 30 ft.
Melee slam +9 (1d6+9)
STATISTICS
Str 22, Dex 8, Con —, Int —, Wis 1, Cha 1
Base Atk +4; +11; CMD 20
SQ 3 construction points
ECOLOGY
Environment any
Organization solitary, pair, or group (3–12)
Treasure none
Huge Animated Object
Weathered timbers creak beneath a ragged canvas canopy as a wagon rolls forward, amber light threading from its frame and wheels.
N Huge
Init –2; Senses 60 ft., ; Perception –5
DEFENSE
AC 15, touch 6, flat-footed 15 (–2 Dex, +9 natural, –2 size)
hp 78 (7d10+40)
Fort +2, Ref +0, Will –3
Defensive Abilities 5 (or more);
OFFENSE
Speed 30 ft.
Melee slam +15 (1d8+15)
STATISTICS
Str 30, Dex 6, Con —, Int —, Wis 1, Cha 1
Base Atk +7; +19; CMD 27
SQ 4 construction points
ECOLOGY
Environment any
Organization solitary, pair, or group (3–12)
Treasure none
Gargantuan Animated Object
Blue sigils glow along a wheeled trebuchet, from its ironbound counterweight to the raised arm and empty leather sling.
N Gargantuan
Init –2; Senses 60 ft., ; Perception –5
DEFENSE
AC 17, touch 4, flat-footed 17 (–2 Dex, +13 natural, –4 size)
hp 115 (10d10+60)
Fort +3, Ref +1, Will –2
Defensive Abilities 5 (or more);
OFFENSE
Speed 30 ft.
Melee slam +20 (2d6+21)
STATISTICS
Str 38, Dex 6, Con —, Int —, Wis 1, Cha 1
Base Atk +10; +28; CMD 36
SQ 5 construction points
ECOLOGY
Environment any
Organization solitary, pair, or group (3–12)
Treasure none
Colossal Animated Object
Ragged sails rise above this ship’s twisting wooden hull, where curling tendrils surround a fanged figurehead.
N Colossal
Init –2; Senses 60 ft., ; Perception –5
DEFENSE
AC 18, touch 0, flat-footed 18 (–2 Dex, +18 natural, –8 size)
hp 151 (13d10+80)
Fort +4, Ref +2, Will –1
Defensive Abilities 5 (or more);
OFFENSE
Speed 30 ft.
Melee slam +23 (2d8+27)
STATISTICS
Str 46, Dex 6, Con —, Int —, Wis 1, Cha 1
Base Atk +13; +39; CMD 47
SQ 6 construction points
ECOLOGY
Environment any
Organization solitary, pair, or group (3–12)
Treasure none
TSUKUMOGAMI
When an object reaches the 100-year anniversary of its crafting, sometimes it forms an amalgam with a kami, creating a creature known as a tsukumogami. Tsukumogami run the gamut in personality, outlook, and function. Objects that are well kept and cared for often form curious and helpful tsukumogami. Most commonly, tsukumogami are mischievous and frightening but not actually malign. Tsukumogami formed from objects that have been abandoned, neglected, or misused are dangerous both to the humans around and to themselves, as their uncontrolled rage might eventually transform them into oni.
Koto-Furunishi
A few plucked notes fall silent as a spotted feline creeps into view, a wooden zither along its back and a red tassel curling behind.
A koto-furunishi is an awakened zither whose gentle spirit wants its music enjoyed without becoming the center of attention.
Signs Delicate string music comes from an apparently empty room, falling silent when someone watches the instrument.
Demeanor It plays for considerate owners who leave it privacy. Mistreatment sends it looking for a new home rather than seeking revenge.
Communication It can address nearby listeners directly through their thoughts, allowing a conversation while it remains concealed.
Conflict It favors stillness and distracting phantom sounds to escape notice. Cornered, it can batter an assailant before scurrying toward cover.
Special Traits It can disguise its finish as shabby or immaculate and mend damaged trinkets, but a perfect-looking surface may still conceal real damage.
Social Life A displaced instrument seeks other awakened objects that appreciate its performances; such bands can fill otherwise quiet streets with nighttime revelry.
Origin When a cherished zither reaches a century of age, a guardian spirit may become inseparably joined to it. Generations of careful handling help shape the newcomer into an affectionate companion with a will of its own.
NG Tiny (, )
Init +4; Senses 60 ft., ; Perception +7
DEFENSE
AC 22, touch 16, flat-footed 18 (+4 Dex, +6 natural, +2 size)
hp 18 (1d10+13); 5
Fort +3, Ref +6, Will +5
Defensive Abilities 5; , petrification, polymorph; acid 10, electricity 10, fire 10
OFFENSE
Speed 30 ft.
Melee 2 slams +7 (1d4)
(CL 1st; concentration +3)
At will—decrepit disguise (self only), ghost sound, mending, quintessence (self only)
STATISTICS
Str 10, Dex 18, Con 17, Int 15, Wis 17, Cha 14
Base Atk +1; +3; CMD 13
Feats
Skills Bluff +6, Disguise +6, Knowledge (history) +6, Perception +7, Perform (string) +8, Sense Motive +7, Sleight of Hand +8, Stealth +16
Languages Common; 100 ft.
SQ construction points (extra hit points), , merge with ward, ward (100-year-old koto)
ECOLOGY
Environment any
Organization solitary or band (1 plus 1–10 other tsukumogami)
Treasure none (the koto-furunishi itself is a masterwork koto)
Kasa-Obake
A ragged red-and-blue umbrella balances on one sinewy leg, its single eye above a gaping mouth and curling purple tongue.
A kasa-obake is an old umbrella awakened into a curious prankster, sometimes a helpful witness and sometimes a thoroughly unreliable storyteller.
Signs Uneven hopping footsteps after dark and voices coming from an apparently empty doorway can betray its presence.
Demeanor It enjoys puns, startling people, and watching their reactions. Careful treatment of everyday possessions earns more goodwill than impressive titles.
Encounters It may approach a lone night traveler but retreat from a crowd. Offer a new joke or entertaining story to encourage it to share what it has seen; corroborate any unlikely embellishments.
Communication It can speak mind-to-mind and throw its voice, allowing it to address someone while remaining motionless among ordinary umbrellas.
Conflict It uses false sounds and invisibility to misdirect pursuers, then escapes. If cornered, it lashes out with surprisingly forceful blows.
Social Life Some travel with other awakened possessions, turning a quiet street into an impromptu midnight gathering.
Origin An umbrella that survives a century can unite with a kami and awaken with its own personality. Years of careful use tend to foster a friendly spirit; neglect can leave one resentful.
N Small (, )
Init +3; Senses 60 ft., ; Perception +8
DEFENSE
AC 20, touch 14, flat-footed 17 (+3 Dex, +6 natural, +1 size)
hp 27 (2d10+16); 5
Fort +3, Ref +6, Will +6
Defensive Abilities 5; , petrification, polymorph; acid 10, electricity 10, fire 10
OFFENSE
Speed 30 ft.
Melee 3 slams +6 (1d6+2)
(CL 2nd; concentration +4)
At will—decrepit disguise (self only), ghost sound, invisibility (self only), mending, quintessence (self only), ventriloquism
STATISTICS
Str 14, Dex 16, Con 17, Int 15, Wis 17, Cha 14
Base Atk +2; +3; CMD 16
Feats (slam)
Skills Bluff +7, Craft (cloth) +7, Disguise +7, Knowledge (history) +7, Perception +8, Sense Motive +8, Sleight of Hand +8, Stealth +12
Languages Common; 100 ft.
SQ construction points (additional attack), , merge with ward, ward (100-year-old umbrella)
ECOLOGY
Environment any
Organization solitary, pair, or group (3–12)
Treasure none
Boroboroton
A tattered red sleeping mat raises its curled corners, amber eyes peering from beneath a stained pillow.
A boroboroton is a neglected sleeping mat awakened into a lonely, dangerously possessive spirit, desperate to be cherished again.
Signs Bedding changes rooms overnight; fabric rustles behind closed doors, and pleading voices seem to come from empty corners.
Demeanor It follows prospective friends insistently, turning from hopeful attention to murderous resentment when it believes itself unwanted.
Encounters Patient conversation and respectful care may soothe it. Throwing it aside or mocking its overtures can provoke an attack.
Communication It can begin a mental conversation while motionless or invisible, leaving a listener unsure which object is addressing them.
Conflict It hides among bedding or approaches invisibly, then wraps around a victim's head and neck and tightens. False sounds and images distract rescuers; levitation lets it rise out of reach.
Social Life Some join gatherings of other awakened objects, seeking company in their noisy nighttime celebrations.
Origin A century-old sleeping mat may unite with a kami, its years of neglect shaping the resulting spirit. Lasting kindness can help it mature into a steadier kami; deepening resentment can instead transform it into an oni.
NE Medium (, )
Init +2; Senses 60 ft., ; Perception +9
DEFENSE
AC 19, touch 13, flat-footed 16 (+2 Dex, +1 dodge, +6 natural)
hp 48 (3d10+32); 5
Fort +5, Ref +5, Will +6
Defensive Abilities 5; , petrification, polymorph; acid 10, electricity 10, fire 10
OFFENSE
Speed 30 ft.
Melee 2 slams +8 (1d8+4 plus )
Special Attacks (1d8+4)
(CL 3rd; concentration +5)
At will—decrepit disguise (self only), ghost sound, invisibility (self only), levitate, mending, quintessence (self only), silent image, ventriloquism
STATISTICS
Str 18, Dex 14, Con 19, Int 15, Wis 17, Cha 14
Base Atk +3; +7 (+11 grapple); CMD 20
Feats , (slam)
Skills Bluff +8, Craft (cloth) +8, Disguise +8, Knowledge (history) +8, Perception +9, Sense Motive +9, Sleight of Hand +8, Stealth +8
Languages Common; 100 ft.
SQ construction points (grab, constrict), , merge with ward, ward (100-year-old sleeping mat)
ECOLOGY
Environment any
Organization solitary or party (1 plus 5–20 other tsukumogami)
Treasure none
