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Capstan SwabbieCreature 7


Uncommon​Large​Construct​Mindless​
Source Pathfinder Adventure Path: Gatewalkers
Perception +12 (darkvision)
Languages none
Skills Athletics +17
Str +6, Dex +2, Con +5, Int -5, Wis +0, Cha -5

AC 25; Fort +17; Reflex +12; Will +10;
HP 115
Speed 20 feet

Anchor One Action +18 (+13, +8) to hit (reach 10) 2d8+9 Bludgeoning
Rope One Action +18 (+13, +8) to hit (disarm, reach 10) 2d6+9 Slashing
Anchor One Action +14 (+9, +4) to hit (tethered, thrown 30) 2d8+9 Bludgeoning

Attached Anchor

A capstan swabbie is attached to its anchor by a 100-foot-long rope, most of which it keeps coiled around its body. If the capstan swabbie tries to move more than 100 feet from its attached anchor, its Speed is reduced to 10 feet as it drags the anchor along with it. If this rope is severed (AC 12 when uncoiled, Hardness 4, HP 16), the capstan swabbie can move freely, but its ranged anchor Strike loses the tethered trait.

Mate's Expertise

The capstan swabbie can use Athletics to Aid an ally's Sailing Lore check (to hoist or lower sails or the anchor, for instance). On a success or critical success, the capstan swabbie grants its ally a +2 circumstance bonus to the triggering check.

Jury-Rig One Action (manipulate)

The capstan swabbie uses built-in tools to quickly patch itself up. The swabbie gains 10 temporary Hit Points. The swabbie can also use this section on an adjacent section of a ship. The temporary Hit Points last for 1 minute. The target is then temporarily immune for 1 hour.

Effect: Jury-Rig

Loose the Pawls Two Actions

The capstan swabbie spins around rapidly, its loose ropes whipping everyone in reach. The capstan swabbie makes a rope Strike against each creature within 10 feet and compares its attack roll to the AC of each creature within 10 feet.

Knockdown One Action

Requirements The monster's last action was a successful Strike that lists Knockdown in its damage entry


Effect The monster attempts to [/act trip] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty.


Capstan swabbies are constructs specially designed for seafaring. Sea captains looking for unwavering loyalty and competence can do far worse than a swabbie.

Built to resemble and assume the place of a ship's capstan—the winch that raises and lowers the anchor—a capstan swabbie is a round, stout cylinder of wood wrapped in heavy-duty rope. Spars spaced evenly around its frame complete the look, while castors on its base give the swabbie mobility. A capstan swabbie also sports a few small pegs around its diameter. It can use these appendages to "grab" other ropes from the rigging to help sail the ship. Some crews decorate their capstan swabbies with paint or rags to give the constructs a personal touch.

A capstan swabbie instinctively protects its captain's ship. Using short ropes attached to its sides, the swabbie can lash and trip foes or make emergency repairs to itself or its vessel. Far more dangerous, of course, is the anchor to which the swabbie's longest rope is attached. A capstan swabbie can swing this anchor in wide arcs and reel it back in at a moment's notice.

Constructed Crews

Only the wealthiest captains can afford to craft or purchase a capstan swabbie, but there might be another way to obtain one. According to legend, the ancient Jistka Imperium possessed a "mechanical navy"—a fleet of warships crewed by constructs under the command of a powerful mage. Treasure hunters plying the right waters might be lucky enough to find an intact capstan swabbie from this bygone empire.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Construct

A construct is an artificial creature empowered by a force other than vitality or void. Constructs are often mindless; they are immune to bleed, death effects, disease, healing, nonlethal attacks, poison, spirit, vitality, void, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.

Mindless

A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental attribute modifiers are –5. They are immune to all mental effects.