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Imperfect AutomatonCreature 6


RareMediumAutomatonConstruct
Source Pathfinder Lost Omens Monsters of Myth
Perception +12 (darkvision)
Languages Common, Osiriani, One Language Depending On Its Mortal Life; Telepathy 30 Feet
Skills Arcana +11, Athletics +13, Crafting +13, Intimidation +12, Society +11, Stealth +10
Str +5, Dex +3, Con +4, Int +3, Wis +0, Cha +2

AC 23; Fort +16; Reflex +11; Will +14;
HP 85
Speed 25 feet
Resistances Physical 5

Fist One Action +17 (+12, +7) to hit (magical, unarmed) 2d8+8 Bludgeoning
Energy Beam One Action +17 (+12, +7) to hit (cold, magical) 2d10+3 Cold

Telepathy 30 feet (aura, magical)

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.

Unsubstantiated Consciousness

When an imperfect automaton succeeds at a Will save, it gets a critical success instead. When it fails at a Will save, it gets a critical failure instead.

Empty Wail Two Actions (auditory, emotion, mental)

The imperfect automaton utters a mournful cry in a 30-foot cone. The cry deals 4d6 mental damage to all creatures in the area (DC 22 will save). The imperfect automaton can't use its Empty Wail again for 1d4 rounds.


Critical Success The creature is unaffected.

Success The creature takes half damage.

Failure The creature takes full damage and is Stupefied 1 for 1d4+1 rounds.

Critical Failure The creature takes double damage and is stupefied 1 for 1d4+1 rounds and Stunned 1.

Impassioned Strikes

While the imperfect automaton is affected by an emotion effect, its fist Strikes deal 1d6 additional mental damage.

Mortal Reflection One Action (emotion)

Requirements The imperfect automaton has a creature Grabbed or Restrained


Effect The imperfect automaton draws upon the target's emotions to recall a semblance of mortal feeling, gaining a +5-foot status bonus to its Speed for 1 minute. If the grabbed or restrained creature has an ongoing emotion or mental effect with a counteract rank of 4 or lower, the imperfect automaton can gain a copy of that effect that lasts for 1 minute.

Effect: Mortal Reflection

Grab One Action

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

Rare

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.

Automaton

A creature with this trait is a member of the automaton ancestry.

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.