Rust-Risen Augmentations

System: Pathfinder | SRD

Rust-Risen Augmentations CR 2
XP 600
Init +5 ; Senses darkvision 60 ft.; Perception +7
Defense
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
hp 19 (3d8+6)
Fort +3, Ref +2, Will +4
Immune undead traits
Weaknesses malfunction
Offense
Speed 30 ft.
Melee arm drill +5 (1d6+3), metal jaw +5 (1d6+3)
CMB +5 CMD 16
Statistics
Str 17,, Dex 13,, Con —,, Int 5,, Wis 12,, Cha 14
Base Atk +2
Feats Improved Initiative , Power Attack
Skills Intimidate +6, Perception +7, Stealth +5
Languages Common
SQ augmentations
Special Abilities
Absorb Electricity (Ex) When a rust-risen is damaged by electricity, it takes no damage (as if immune). Instead, the rust-risen gains 1 temporary hit point for every 4 points of damage it would have taken. A rust-risen can only have a number of temporary hit points equal to 150% of its hit point total. These temporary hit points disappear 1 hour later. If a rust-risen takes more than double its normal hit point total in electricity damage from a single attack, the creature is destroyed.
Augmentations (Ex) Rust-risen have various pieces of malfunctioning machinery embedded in their bodies. Each of these augmentations provides the rust-risen with different abilities. A rust-risen has one augmentation plus one additional augmentation for every 3 Hit Dice the creature possesses (typically 2 for most rust-risen). The rust-risen presented here has the arm drill and metal jaw augmentations. See the next page for other augmentations.
Malfunction (Ex) The machinery embedded in a rust-risen functions unpredictably in stressful situations. When a rustrisen enters combat, there is a cumulative 1% chance each round that it malfunctions. This chance resets to 0% 1 minute after combat ends. When a rust-risen malfunctions, it takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks for 1d4 minutes.

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