| Race |
HP 24 l AC 23 (T 16, FF 19 DR 5/Ada) l 6/10/3 Ini +6 l Perc +11 |
| Classes/Levels |
CR 10/FR 10 Stealth +22 |
About Springy
Springy CR –
Clockwork familiar
N Tiny construct (clockwork)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +11
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Defense
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AC 24, touch 16, flat-footed 20 (+2 Dex, +2 dodge, +8 natural, +2 size)
hp 32 (3d10)
Fort +6, Ref +10, Will +3
Defensive Abilities improved evasion; DR 5/adamantine; Immune construct traits; Resist cold 10, fire 10
Weaknesses vulnerability to electricity
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Offense
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Speed 30 ft., fly 50 ft. (perfect)
Melee bite +10 (1d3 plus 1d6 electricity)
Space 2½ ft.; Reach 0 ft.
Special Attacks deliver touch spells
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Statistics
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Str 10, Dex 14, Con —, Int 11, Wis 13, Cha 11
Base Atk +6; CMB +6; CMD 18
Feats Alertness, Improved Initiative B, Lightning Reflexes B, Weapon Finesse
Skills Acrobatics +6, Climb +3, Disable Device +8, Fly +19, Heal +9, Linguistics +1, Perception +11,
Sense Motive +3, Spellcraft +7, Stealth +22, Survival +2, Use Magic Device +7
Languages Common; speak with animal (same kind only), speak with master
SQ advice, difficult to create, empathic link, swift reactions, winding
Other Gear backpack, folding shovel UE, ion tape, thieves' tools, zipstick
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Special Abilities
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Advice Clockwork familiars have an innate understanding of how things work, granting their masters a +2
bonus on all Craft and Use Magic Device checks.
Construct Traits (+0 HP) Constructs have many immunities.
Damage Reduction (5/adamantine) You have Damage Reduction against all except Adamantine attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells (Su) Deliever master's touch spells.
Difficult to Create Increase the time and gp cost required to create a clockwork construct by 50% over
normal.
Empathic Link (Su) You have an empathic link with your master.
Energy Damage: Bite (1d6 electricity) (Ex) The creature's attack or attacks deal the specified amount of
energy damage in addition to their normal damage.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Fly (50 feet, Perfect) You can fly!
Immunity to Ability Damage Immunity to ability damage
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Death and Necromancy effects You are immune to Death and Necromancy effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Speak with Animals of its Kind (Ex) You can communicate verbally with animals similar to yourself.
Speak with Master (Ex) You can communicate verbally with your master.
Swift Reactions Clockwork constructs generally react much more swiftly than other constructs. They gain
Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.
Vulnerability to Electricity You are vulnerable (+50% damage) to Electricity damage.
Winding Active for 1 day/HD, can be recharged with a special key.