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Noxious NeedlerCreature 9


Uncommon​Large​Alchemical​Construct​Mindless​
Source Pathfinder Monster Core
Perception +15 (darkvision)
Languages none
Skills Athletics +22
Str +6, Dex +4, Con +3, Int -5, Wis +0, Cha -5

AC 27; Fort +20; Reflex +19; Will +15;
HP 150
Speed 25 feet
Resistances Physical 10, Spells 10

Syringe One Action +22 (+17, +12) to hit (magical, reach 10) 2d10+6 Piercing

Alchemical Chambers

A noxious needler's body contains six alchemical chambers filled with different substances. When a noxious needler's ability calls upon a randomly determined alchemical effect, roll 1d6 and consult the following (if you roll the result of a chamber that was shattered, there is no alchemical effect):

[/gmr 1d6 #Alchemical Chambers]Alchemical Effect
1

Acid Damage

2Cold Damage
3Electricity Damage
4Fire Damage
5Poison Damage
6Sickness: DC 26 fortitude save or Sickened 1 (Sickened 2 on a critical failure)
Alchemical Rupture

When a noxious needler takes physical damage from a critical hit or is affected by a shatter spell, one glass chamber within its body shatters, spewing alchemical liquid in a 5-foot emanation. Roll on the alchemical chambers list to determine which one shattersβ€”on a roll of 1–5, creatures in the area take 10d6 damage of the appropriate type (DC 28 basic Reflex). On a roll of 6, creatures must instead save against the sickness effect.

[/gmr 1d6 #Alchemical Rupture]Alchemical Effect
1

10d6 acid damage DC 28 reflex

210d6 cold damage DC 28 reflex
310d6 electricity damage DC 28 reflex
410d6 fire damage DC 28 reflex
510d6 poison damage DC 28 reflex
6Sickness: DC 26 fortitude save or Sickened 1 (Sickened 2 on a critical failure)
Alchemical Injection

When a noxious needler hits a creature with a syringe Strike, roll 1d6 on the alchemical chambers list to determine the additional effect of the attack. The syringe deals an additional 2d6 damage of the appropriate type (or exposes the target to the sickness effect, as appropriate).

[/gmr 1d6 #Alchemical Injection]Alchemical Effect
1

2d6 acid damage

22d6 cold damage
32d6 electricity damage
42d6 fire damage
52d6 poison damage
6Sickness: DC 26 fortitude save or Sickened 1 (Sickened 2 on a critical failure)
Generate Bomb One Action (manipulate)

The needler fills an empty vial from one of its alchemical chambers to create a bomb and then makes a bomb Strike. Roll 1d6 on the table below. On a roll of 1–5, the bomb deals 3d10 damage and 3 splash damage, matching the damage type of the chamber; you can instead choose to create an alchemical bomb of 11th level or lower that deals the same damage type, such as an acid flask on a roll of 1. On a roll of 6, it creates a sickness bomb, which exposes the target and all creatures in the splash radius to the sickness effect; creatures hit by only the splash receive a +2 circumstance bonus to their Fortitude saves.

[/gmr 1d6 #Generate Bomb] Alchemical Effect
1

Acid Damage: 3d10[acid],(3[splash]) acid damage

2 Cold Damage: 3d10[cold],(3[splash]) cold damage
3 Electricity Damage: 3d10[electricity],(3[splash]) electricity damage
4 Fire Damage: 3d10[fire],(3[splash]) fire damage
5 Poison Damage: 3d10[poison],(3[splash]) poison damage
6 Sickness: DC 26 fortitude save or Sickened 1 (Sickened 2 on a critical failure)

This construct is a walking alchemical nightmare capable of inflicting all manner of painful wounds. The noxious needlers' ability to follow orders is granted by the otherwise mindless humanoid brain that floats in their dome-like heads, allowing them to serve as laborers and guards for their creators.

In exceptionally rare cases, the brain used in their creation might retain fragments of memories or even an actual intellect, resulting in a noxious needler with a personality and agenda of its own. Unwilling creations often hunt down their creators, venting their rage on similar targets if revenge is impossible. Others blankly replicate the experiments from their last memory


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.

Alchemical

Alchemical items are powered by reactions of alchemical reagents. Unless otherwise noted, alchemical items aren't magical and don't radiate a magical aura. Alchemical creatures are partially powered by alchemical reactions.

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.