Clockwork Hound CR 5
XP 1,600
N Small construct (clockwork)
Init +8; Senses darkvision 60 ft., low-light vision, scent; Perception +3
DEFENSE
AC 18, touch 17, flat-footed 12 (+4 Dex, +2 dodge, +1 natural, +1 size)
hp 43 (6d10+10)
Fort +2, Ref +8, Will +5
DR 4/adamantine; Immune construct traits
Weaknesses vulnerable to electricity
OFFENSE
Speed 50 ft.
Melee 1 bites +10 (1d6+4 plus trip)
Special Attacks swift bite
STATISTICS
Str 22, Dex 18, Con —, Int —, Wis 16, Cha 1
Base Atk +6; CMB +11; CMD 27
Feats Improved InitiativeB, Lightning ReflexesB
Skills Survival +11 (+19 when tracking by scent); Racial Modifiers +8 Survival (+16 when tracking by scent)
SQ chest container, difficult to create, efficient winding, expert tracker, swift reactions
Chest Container (Su)
The chest cavity of a clockwork hound can be opened to expose a 6-inch-cube storage area that can hold up to 10 pounds of items. If a contained item is a magical necklace, ring, or ioun stone, then the hound gains the benefits of the item as though it were worn, but the hound can benefit from the effects of only one such item at a time (chosen by the person who placed the items inside). A clockwork hound can open or close its chest cavity as a swift action, depositing any items within onto the ground under it.
Efficient Winding (Ex)
A clockwork hound can function for 2 days per Hit Die every time it is wound (12 days for the typical clockwork hound).
Expert Tracker (Ex)
The hound gains a +8 racial bonus on Survival checks, and an additional +8 bonus when tracking by scent.
Swift Bite (Ex)
When a clockwork hound makes a full attack, it can make two bite attacks. NOPE
Squeezing
a –4 penalty on attack rolls and a –4 penalty to AC.
+1 to attack and damage
+1 to will save
-2 penalty AC
Prayer -1 to everything.
Overall:
-4 penalty to attack rolls -6 penalty to AC -1 to fort -1 to reflex
So AC 12 ff 12
hp 75
Fort 8 ref 1 will 5
Melee 2 flails +8/+3 (2d6+6)
Ranged 2 javelins +2 (1d8+6)
HP 75
When a Large creature (which normally takes up 4 squares) squeezes into a space that’s 1 square wide, the creature’s miniature figure occupies 2 squares, centered on the line between the 2 squares. For a bigger creature, center the creature likewise in the area it squeezes into.
A creature can squeeze past a creature while moving but it can’t end its movement in an occupied square.
To squeeze through or into a space less than half your space’s width, you must use the Escape Artist skill. You can’t attack while using Escape Artist to squeeze through or into a narrow space, you take a –4 penalty to AC, and you lose any Dexterity bonus to AC.
ZAGMAANDER CR 7
XP 3,200
Female xill sorcerer 2 (Pathfinder RPG Bestiary 283)
LE Medium outsider (evil, native)
Init +9; Senses darkvision 60 ft.; Perception +16
DEFENSE
AC 22, touch 17, flat-footed 15 (+6 Dex, +1 dodge, +5 natural)
hp 91 (11 HD; 9d10+2d6+24)
Fort +9, Ref +12, Will +11
SR 17
OFFENSE
Speed 40 ft.
Melee longsword +13/+8 (1d8+4/19–20), longsword +13
(1d8+4/19–20), laser torch +13 touch (1d10 fire+1/×3), bite +13
(1d3+4 plus paralysis), claw +13 (1d4+4 plus grab)
Special Attacks implant, paralysis (1d4 hours, DC 17)
Bloodline Spell-Like Abilities (CL 2nd; concentration +4)
5/day—minute meteors
Sorcerer Spells Known (CL 2nd; concentration +4)
1st (5/day)—charm person (DC 13), ray of enfeeblement (DC 13)
0 (at will)—acid splash, detect magic, mage hand, mending,
open/close
Bloodline starsoul
TACTICS
If freed of her curse, she
flees combat if reduced to fewer than 30 hit points
and then planewalks back to the Ethereal Plane as
soon as she feels safe enough to escape in this way.
STATISTICS
Str 17, Dex 22, Con 16, Int 13, Wis 14, Cha 15
Base Atk +10; CMB +12; CMD 28
Feats Arcane Strike, Combat Reflexes, Dodge, Eschew Materials,
Improved Initiative, Iron Will, TechnologistTG
Skills Acrobatics +19, Disable Device +16, Knowledge
(engineering) +12, Knowledge (planes) +5, Linguistics +3,
Perception +16, Sense Motive +16, Stealth +19
Languages Androffan, Common, Infernal, Orc
SQ multiweapon mastery
Gear laser torch, longswords (2), mithral bracers worth 800 gp
e that could well come back
to haunt the PCs at a later date if you wish.
HELLION’S CHASSIS CR 8/MR 4
XP 4,800
Aggregate Hellion variant arachnid robot (Pathfinder Campaign
Setting: Technology Guide 59, see page 56, Pathfinder
Campaign Setting: Numeria, Land of Fallen Stars 56,
Pathfinder RPG Mythic Adventures 226)
CE Large construct (mythicMA, robot)
Init +6M/–14, dual initiative; Senses darkvision 60 ft., low-light
vision; Perception +16
DEFENSE
AC 21, touch 9, flat-footed 21 (+12 natural, –1 size)
hp 122 (8d10+78)
Fort +6, Ref +2, Will +7
Defensive Abilities hardness 10; Immune construct traits
OFFENSE
Speed 40 ft., climb 20 ft.
Melee 2 claws +16 (1d8+8 plus grab) or
2 claws +11 (1d8+5 plus grab)
Ranged plasma beam +9 ranged touch (2d6+2 plasma) or
plasma beam +7/+7/+2 ranged touch (2d6+2 plasma)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (1d8+6), explode, mythic power
(4/day, surge +1d8), plasma beam
Spell-Like Abilities (CL 8th, concentration +11)
1/day—align weapon (chaos or evil only), animate rope
(DC 15), chaos hammer (DC 18), command (DC 15),
confusion (DC 18), dispel magic, entropic shield, lesser
confusion (DC 15), magic circle against good, magic
circle against law, minor creation, moonstruckAPG (DC 18),
protection from good, protection from law, rage, stone
shape, touch of idiocy, unholy blight (DC 18), wood shape
TACTICS
During Combat While inhabiting this robot, Hellion prefers to
attack with its plasma torch, even in melee (because this is an
integrated weapon, attacks with it do not provoke attacks of
opportunity). When the robot makes a full-attack action, it can
fire its plasma torch and attack with its claws, but if it does so,
it treats its claw attacks as secondary attacks.
Morale Hellion fights until destroyed while inhabiting the
robot, unless the central processor in area S3 has been
destroyed or shut down, in which case it attempts to flee
Scrapwall if reduced to fewer than 30 hit points. If cornered
in such conditions, the AI attempts to bargain for its life,
offering anything it can in trade for mercy, but at the first
opportunity, it attempts to escape from or slay its captors,
either given the opportunity to do so without putting itself
at obvious risk or after it manages to repair its damage.
STATISTICS
Str 22, Dex 10, Con —, Int 14, Wis 17, Cha 19
Base Atk +8; CMB +15; CMD 25
Skills Acrobatics +8 (+12 when jumping), Bluff +15, Climb +25,
Disable Device +11, Intimidate +16, Knowledge (engineering)
+13, Knowledge (local) +10, Knowledge (religion) +10,
Perception +16, Sense Motive +13
Feats Alertness, Combat Expertise, Deadly Aim, Great
Fortitude, Improved InitiativeM, Iron WillM, Point-Blank
Shot, Power Attack, Precise Shot, Weapon Focus (claws),
TechnologistTG, Toughness
Languages Androffan, Common, Orc
SQ impart mythic traits (see page 56), inherited divinity (see
page 56)
Gear aggression facet, ego facet
SPECIAL ABILITIES
Explode (Ex) If Hellion’s chassis is reduced to 0 hit points, it
explodes, dealing 8d4 points of plasma damage (half fire,
half electricity) in a 20-foot-radius burst (Reflex DC 14 half).
The save DC Is Dexterity-based.
Plasma Beam (Ex) Hellion’s chassis has a plasma beam
integrated into its “tail.” An advanced version of the
typical arachnid robot’s plasma torch, this plasma beam
is an integrated weapon. The robot treats this attack as if
it were a manufactured weapon, not a natural attack—it
can make iterative attacks with the plasma beam, and
the integrated weapon can be targeted by effects that
target manufactured weapons (such as magic weapon
spells or sunder attempts). It cannot be harvested for use
outside of the robot’s body, and does not provoke attacks
of opportunity when fired in m