Phantom Armor, Hollow Helm

Phantom Armor, Hollow Helm

Though at first appearing to be an ordinary suit of armor, this imposing being begins to move, its lumbering movements slow and methodical.

Hollow Helm CR 1

XP 400
NE Tiny undead
Init +5; Senses darkvision 60 ft.; Perception +5

AC 16, touch 13, flat-footed 15 (+1 Dex, +3 natural, +2 size)
hp 9 (2d8)
Fort +0, Ref +1, Will +3
Defensive Abilities channel resistance +2; Immune undead traits

Speed 20 ft., fly 30 ft. (perfect)
Melee 1 slam +4 (1d4+1)
Special Attacks skull cage

Str 12, Dex 13, Con —, Int —, Wis 10, Cha 10
Base Atk +1; CMB +0; CMD 11 (cannot be tripped)
Feats Improved Initiative
Skills Perception +5, Stealth +12
Languages Common (cannot speak)
SQ freeze

Freeze (Ex)

A hollow helm can hold itself so still it appears to be a normal suit of armor. A hollow helm that uses freeze can take 20 on its Stealth check to hide in plain sight, disguised as normal armor.

Skull Cage (Ex)

A hollow helm sometimes pretends to be normal armor, letting a creature try to wear it before revealing its deadly nature. If the hollow helm makes a successful combat maneuver to grapple an opponent of Medium size or smaller, the grappled creature is also blinded. Creatures that purposefully try to wear a hollow helm are automatically grappled. This blindness lasts until the hollow helm’s grapple is broken. A hollow helm cannot attack a creature it is grappling. If a hollow helm is damaged while it is grappling, the creature it is grappling takes an equal amount of damage.

Pathfinder 47: Ashes at Dawn.

Pathfinder Adventure Path #47: Ashes at Dawn. © 2011, Paizo Publishing, LLC; Author: Neil Spicer.