Presented here are the Pathfinder Stats for the Haunted 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 Haunted Dread Gazeebo
Male Animated Object (Huge) (Zombie (Juju)) construct 7
NE Huge undead
Init +3, Senses darkvision (60 ft.), low-light vision; Perception -5
AC 19, touch 7, flat-footed 19 (-1 Dex, +12 natural, -2 size )
hp 5 ((7d8)-28)
Fort -3, Ref +1, Will -3
Defensive Abilities channel resistance +4, hardness 5, DR5/magic and slashing; Immunities ability drain, cold, death effects, death from massive damage, disease, electricity, energy drain, exhaustion, fatigue, magic missile, mind-affecting effects, nonlethal damage, paralysis, poison, sleep, stunning, Resistances fire 10,
Speed 30 ft.
Melee slam +17 (2d6+24)
Space 15 ft. by 15 ft. Reach 15 ft.
Special Attacks Trample (2d6+18, DC 25),


Str 34, Dex 8, Con *, Int *, Wis 1, Cha 1,
Base Atk +7; CMB +21; CMD 30
Feats Improved Initiative, Toughness
SQ construction points, darkvision, low-light vision,
Combat Gear
Other Gear slam, 0.0 gp
Channel Resistance (Ex) You are less easily affected by clerics or paladins. You add +4 to saves made to resist the effects of channel energy, including effects that rely on the use of channel energy.

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.

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

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

Immunity to Cold (Ex) You never take cold damage.

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 Electricity (Ex) You never take electricity damage.

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 Magic Missile (Ex) You are never affected by magic missiles.

Immunity to Mind-Affecting Effects (Ex) You are never affected by mind-affecting effects (charms, compulsions, phantasms, patterns, and morale 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 Fire (Ex) You may ignore 10 points of Fire damage each time you take fire damage.

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+18 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 25) 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.