Champion AutomatonCreature 10
Source Pathfinder Monster Core 2
Perception +18 (darkvision)
Languages Common, One Other Language The Champion Knew In Life Usually Jistkan, Telepathy 60 Feet
Skills Athletics +22, Diplomacy +18, Intimidation +18
Str +6, Dex +5, Con +5, Int +3, Wis +4, Cha +4
AC 29; Fort +21; Reflex +19; Will +17;
HP 170
Speed 25 feet (climb 15 feet)
Resistances Physical 10
Pincer
+23 (+18, +13) to hit (magical) 2d12+12 PiercingEnergy Beam
+23 (+18, +13) to hit (fire, magical) 2d10+10 FireTelepathy 60 feet (aura, magical, mental)
A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
Arcane Slam
(arcane)Requirements The champion has a creature Grabbed
Effect The champion channels supernatural energy through its pincers, then slams its foe against the ground. The grabbed creature takes 3d6 bludgeoning and 3d6 fire damage, is knocked Prone and must attempt a DC 29 fortitude save. On a failure the target is Enfeebled 1 (Enfeebled 2 on a critical failure) from the force of the slam. At the end of the Arcane Slam, the grapple ends.
Spinning Toss
Frequency once per round
Requirements The champion has a creature Grabbed
Effect The champion spins on its axis, using the creature it's holding as an impromptu bludgeon before tossing it aside. The champion attempts an Athletics check against the grabbed creature's Fortitude DC.
Critical Success The champion fings its victim. The grapple ends. The grabbed creature is thrown into a space within 10 feet, takes 8d6 bludgeoning damage, and falls Prone. All creatures adjacent to the champion take the same amount of bludgeoning damage (DC 29 reflex save).
Success As critical success, except the grabbed creatures is thrown into a space within 5 feet, and creatures take 4d6 bludgeoning damage.
Failure The champion tosses its victim aside. The grapple ends. The grabbed creature falls prone.
Critical Failure The champion fumbles its grasp on its victim and the grapple ends.
Grab
Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained
Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.
The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.
The artifcers of Jistka crafted warrior automatons to fght on the front lines of their armies, and in this goal they succeeded admirably. Brutal, effective combatants, champion automatons contain the souls of the best of the Imperium's armies, its most dedicated soldiers and respected offcers, all rendered deadlier than ever before in their bodies of metal and magic.
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
AutomatonA creature with this trait is a member of the automaton ancestry.
ConstructA 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.