Creatures in "Automaton" Category
System: Pathfinder | SRD
Creatures in "Automaton" Category
CR Champion Automaton 10 Familiar Automaton 2 Master Automaton 20 Sharpshooter Automaton 15 Stalker Automaton 5
XP 9600
Init +2
;
Senses darkvision 120 ft., low-light vision, see invisibility ; Perception +19
Defense
AC 24, touch 14, flat-footed 22 (+2 Dex, +2 insight, +10 natural)
hp 127 (13d10+56); fast healing 15
Fort +4,
Ref +6,
Will +6
DR 10/adamantine
Immune construct traits, electricity
Resist cold 10, sonic 10
SR 21
Weaknesses vulnerable mind
Offense
Speed 40 ft., climb 30 ft.
Melee 2 arcane pincers +18 (2d6+12 plus grab), slam +18 (1d8+6)
Space 10 ft.,
;
Reach 10 ft.
Special Attacks energy beam (60-ft. line or 30-ft. cone, DC 18, 8d6, usable every 1d4 rounds)
Spell-Like Abilities (CL 13th; concentration +17)
CMB +20 (+22 bull rush, sunder, +24 grapple)
CMD 32 (34 vs. bull rush or sunder)
Statistics
Str 22,,
Dex 15,,
Con —,,
Int 14,,
Wis 15,,
Cha 18
Base Atk +13
Feats Cleave , Combat Reflexes , Great Cleave , Improved Bull Rush , Improved Sunder , Power Attack , Vital Strike
Skills Climb +31, Diplomacy +21, Intimidate +21, Perception +19, Sense Motive +19, Swim +23
Languages Common; telepathy 100 ft.
SQ automaton core, intelligent construct
Special Abilities
Arcane Pincers (Ex) A champion automaton’s pincers function as claw attacks but have been magically treated to make them more powerful. A champion applies twice its Strength as a bonus on damage rolls with its pincers. If a champion automaton grabs a creature smaller than itself with a pincer, the champion automaton does not gain the grappled condition and can move normally while holding the creature in its pincer. While holding a creature in a pincer, the champion automaton loses access to that pincer attack and gains an additional slam attack. If the champion automaton uses this slam attack against a creature or object while a creature is held in its pincer, the held creature takes damage equal to the slam attack on a hit. The champion automaton must still maintain the grapple every round, but it can do so as a free action. The grappled creature can attempt to break free as normal.
Energy Beam (Ex) A champion automaton can focus the energy in its core to emit either a 60-foot line or a 30-foot cone as a standard action. The beam deals 8d6 points of damage to each creature caught in the area (Reflex DC 20 half). Half of the damage dealt is fire damage and half is force damage. A champion automaton can use its energy beam once every 1d4 rounds. A champion automaton can use its energy beam when it is grappling or being grappled. The save DC is Charisma-based.
Warrior’s Resolve (Ex) The innate determination and instinct in a champion automaton’s core grants it an insight bonus to AC equal to its Wisdom bonus (if any). Additionally, this resolve grants the champion a number of bonus hit points per Hit Die equal to its Wisdom bonus (if any).