Murderous MannequinCreature 15
Source Pathfinder Adventure Path: Hell's Destiny
Perception +26 (darkvision)
Languages Aklo, Common, Diabolic, Draconic, Elven, Empyrean, Fey, Jotun
Skills Acrobatics +26, Athletics +30
Str +8, Dex +4, Con +6, Int -5, Wis +4, Cha +0
AC 37; Fort +29; Reflex +27; Will +23;
HP 350
Speed 30 feet (climb 20 feet)
Weaknesses Fire 10
Resistances Electricity 10
Fist
+30 (+25, +20) to hit (magical) 3d10+17 BludgeoningAccessory
+30 (+25, +20) to hit (magical, thrown) 3d10+17 BludgeoningDance Partner

Trigger An adjacent creature whom the mannequin dealt damage to with a fist Strike since the beginning of the mannequin's last turn attempts to move away from the mannequin
Effect The mannequin dances after the triggering creature, either Climbing or Striding, following the creature and staying in reach throughout its movement until the creature stops moving or the mannequin has moved up to its full Speed, whichever happens first. The mannequin gains a +2 circumstance bonus to AC and Reflex saves against reactions triggered by its movement. If it critically succeeds at a Reflex save against a reaction triggered by its movement (or if the attacker critically fails its attack roll or check), the mannequin maneuvers the creature it's following so that the latter is exposed to the reaction; the attacker rerolls the attack roll or check against the followed creature or forces the followed creature to attempt a Reflex save against the reaction instead.
AccessorizedThe mannequin wears accessories (typically three) that it can Draw as a free action and use as thrown weapons. The type of damage varies by the accessory, such as slashing damage for a wide-brimmed hat, piercing for a stiletto-heeled shoe, or bludgeoning for a handbag.
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
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.
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.