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Wickerman

Wickerman
An 18th-century illustration of a wicker man. Engraving from A Tour in Wales written by Thomas Pennant.

This humanoid-shaped colossus is a towering fury of burning wicker and wood.

A wickerman is a towering wicker statue with a cage in its chest. Inanimate ones are used for sacrifices to gods or nature faiths, and the constructs to terrify a faith’s enemies.

Source Bestiary 4 pg. 277
Originally posted in Archives of Nethys

Wickerman CR 13
XP 25,600

N Colossal construct (fire)

Init +3; Senses Darkvision 60 ft., Low-Light Vision; Perception +0
DEFENSE
AC 20, touch 5, flat-footed 17 (+3 Dexterity, +15 natural, -8 size)

hp 157 (14d10+80); fast healing 1

Fort +4, Ref +7, Will +4

Defensive Abilities fire healing, hardness 5; Immune construct traits, fire

Weaknesses vulnerable to cold
Offense
Speed 30 ft.

Melee 2 slams +19 (2d8+13 plus burn and grab)

Ranged burning brand +9 (4d6+13 plus burn)

Space 30 ft., Reach 30 ft.

Special Attacks burn (1d6 fire, DC 17), wicker cage
STATISTICS
Strength 37, Dexterity 16, Constitution -, Intelligence -, Wisdom 10, Charisma 7

Base Atk +14; CMB +35 (+39 grapple); CMD 48

SQ constant blaze
SPECIAL ABILITIES
Burning Brand (Ex)

Once per round, a wickerman can draw forth pieces of its own body and throw them as a ranged attack with a range increment of 60 feet.

Constant Blaze (Su)


A wickerman constantly burns but is never consumed. Its flames are magical. Immersion in water only suppresses the flames, and only for
as long as the wickerman is immersed. While its flames are suppressed, the wickerman loses its burn ability, and its wicker cage ability doesn’t deal fire damage or cause creatures to catch on fire.


Fire Healing (Ex)


A magical attack that deals fire damage heals the wickerman 1 point of damage for every 3 points of damage the attack would otherwise deal.

Wicker Cage (Su)


If a wickerman successfully grapples a creature, as a move action it can shove the grabbed creature into the cage built into its chest. This works like swallow whole (4d6 fire damage plus the target automatically catches on fire [Pathfinder RPG Core Rulebook 444], AC 17, 15 hp). The DC to put out this fire is 17. If a creature cuts its way free, the wickerman can’t use this ability again until it is fully healed. The save DC is Constitution-based.

ECOLOGY
Environment any land

Organization solitary

Treasure none

Construction

A wickerman is created from 12,000 pounds of wicker and rare wood costing 10,000 gp. Activating the wickerman requires sacrificing a living humanoid inside its chest cage. Sacrificing a creature is an evil act.

Wickerman

CL 14th; Price 110,000 gp

Construction Requirements

Craft Construct, fire seeds, wall of fire, warp wood, creator must be caster level 12th; Skill Craft (carpentry) or Craft (sculptures) DC 15; Cost 60,000 gp

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