Archives of Nethys

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Absolute Zero (Su)

Source Character Operations Manual pg. 57
One per day as a standard action, you can spend Entropy Points to become immobile for a number of rounds up to the number of Entropy Points spent. For the duration, you can’t be moved by any nonmagical effect and are immune to cold damage. In addition, during this time, any creature that touches you, hits you with a melee attack with a natural weapon, or starts their turn within 20 feet of you takes 3d6 cold damage per Entropy Point spent. Any creature that takes this damage is affected as though by slow (no save) until the damage is healed. You can dismiss this effect at the end of your turn without taking an action.

Activating absolute zero automatically ends any living effigy discipline you have active.