Grinder-WidgetCreature 5
Source Pathfinder Adventure Path: Bastion of Blasphemies
Perception +9 (darkvision, tremorsense (imprecise) 30 feet)
Languages none
Skills Acrobatics +12, Athletics +9, Stealth +14, Thievery +15
Str +2, Dex +5, Con +1, Int -5, Wis +0, Cha -5
AC 23; Fort +10; Reflex +14; Will +7;
HP 50
Speed 30 feet (burrow 15 feet)
Corkscrew
+14 (+9, +4) to hit (finesse) 2d8+4 PiercingPliers
+14 (+9, +4) to hit (finesse) 2d6+6 BludgeoningTremorsense 30 feet
Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.
Infiltration ToolsA dig-widget's face consists of a set of Infiltrator Thieves' Tools. They can be salvaged from a destroyed dig-widget with a successful DC 20 crafting check. On a failed check, the tools are destroyed.
Mechanical VulnerabilityA creature with expert proficiency in Thievery can attempt a check to [/act disable-device dc=20] to damage a dig-widget. The DC is 20, and each success deals 18 untyped damage.
Fastening Leap
The dig-widget Leaps up 20 feet onto a creature or object and attempts a corkscrew Strike against it. If the Strike damages the target, the dig-widget attaches to the target (typically to the back of a creature). This is similar to Grabbing the creature, but the dig-widget moves with that creature rather than holding it in place. While attached, the dig-widget can't use its corkscrew. The dig-widget can be Shoved off, or it can detach itself with an Interact action.
Grind Bones
(manipulate, move)Requirements A grinder-widget adjacent to the millstone in area C41 has a creature Grabbed
Effect The grinder-widget attaches pliers to one of the millstone's handles and Strides around it, causing the Grabbed character to be painfully ground and pulped by the stone. The ground character must attempt a DC 23 reflex save with the following results.
Critical Success The character is unaffected and automatically Escapes from the grapple.
Success The character takes (1d8+2) bludgeoning damage and then automatically Escapes from the grapple.
Failure The character takes (2d8+2) bludgeoning damage and becomes Clumsy 1 for 1 hour from wrenched and sprained limbs; the character remains grappled by the grinder-widget.
Critical Failure As failure, but (4d8+2) bludgeoning damage and clumsy 1 for 24 hours.
Sneak AttackA dig-widget's Strikes deal an additional 1d6 precision damage to Off-Guard creatures.
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.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
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.
MindlessA 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.