Presented here are the Pathfinder Stats for the Fiend-Possessed Dread Gazbebo, as inspired by the tale of Eric and the Dread Gazebo. This stat block was Generated by PCGen, a program I highly recommend!

The Dread Gazebo
Male Animated Object (Huge) construct 7
NE Huge construct
Init -2, Senses darkvision (60 ft.), low-light vision; Perception -5
AC 15, touch 6, flat-footed 15 (-2 Dex, +9 natural, -2 size )
hp 77 ((7d10)+40)
Fort +2, Ref +0, Will -3
Defensive Abilities hardness 5, DR5/good; Immunities ability damage, ability drain, death effects, death from massive damage, disease, energy drain, exhaustion, fatigue, mind-affecting effects, necromancy, nonlethal damage, paralysis, poison, sleep, stunning, Resistances cold 10, fire 10, SR 13;

Vulnerabilities Fiend-Possessed
Speed 30 ft.
Melee slam +15 (2d6+15)
Space 15 ft. by 15 ft. Reach 15 ft.
Special Attacks Smite Good, Trample (2d6+15, DC 23),


Str 30, Dex 6, Con *, Int *, Wis 1, Cha 1,
Base Atk +7; CMB +19; CMD 27
SQ construction points, darkvision, low-light vision,
Combat Gear
Other Gear slam, 0.0 gp
Construction Points The Animated Object has spent 3 points out of 4 on additional abilities

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Fiend-Possessed (Su): This object is possessed by an evil outsider, and is subject to all effects that would effect an evil outsider including banishment (which would cause the possessed object to become a normal object), holy-water,

Hardness The Animated Object can ignore the first 5 points of damage from an attack.

Immunity to Ability Damage (Ex) You are immune to ability damage attacks.

Immunity to Ability Drain (Ex) You are immune to ability drain attacks.

Immunity to Death Effects (Ex) You are never subject to death effects.

Immunity to Death from Massive Damage (Ex) You are not at risk of death from massive damage.

Immunity to Disease (Ex) You are never subject to disease effects.

Immunity to Energy Drain (Ex) You are immune to energy drain attacks.

Immunity to Exhaustion (Ex) You can never be exhausted.

Immunity to Fatigue (Ex) You can never be fatigued.

Immunity to Mind-Affecting Effects (Ex) You are never affected by mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

Immunity to Necromancy (Ex) You are never subject to necromancy effects.

Immunity to Nonlethal Damage (Ex) You are never subject to nonlethal damage.

Immunity to Paralysis (Ex) You can never be paralyzed.

Immunity to Poison (Ex) You never take poison damage.

Immunity to Sleep (Ex) You are never subject to sleep effects.

Immunity to Stunning (Ex) You are never subject to stunning.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Resistance to Cold (Ex) You may ignore 10 points of Cold damage each time you take cold damage.

Resistance to Fire (Ex) You may ignore 10 points of Fire damage each time you take fire damage.

Smite Good (Su) 1/day as a swift action. Add +0 to attack rolls and +7 damage bonus against good foes; smite persists until target is dead or the fiendish creature rests.

Trample (Ex) As a full-round action, you can attempt to overrun any creature that is at least one size category smaller than yourself. This works just like the overrun combat maneuver, but the trampling creature does not need to make a check, it merely has to move over opponents in its path. Targets of a trample take 2d6+15 points of damage. Targets of a trample can make an attack of opportunity, but at a -4 penalty. If targets forgo an attack of opportunity, they can attempt to avoid the trampling creature and receive a Reflex (DC 23) save to take half damage. You can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.