Synthetic Khismar (7-8)Creature 8
Source Pathfinder Society Scenario #1-24: Lightning Strikes, Stars Fall
Perception +14 (darkvision)
Languages Common, Fey, Gnomish, Hallit
Skills Lore +15, Acrobatics +14, Athletics +18, Deception +12, Intimidation +14
Str +6, Dex +2, Con +5, Int +2, Wis +3, Cha +0
AC 27 23 when broken, construct armor; Fort +19; Reflex +12; Will +16;
HP 120
Speed 30 feet
Immunities mental
Storm-fist
+20 (+15, +10) to hit (forceful, unarmed) 2d6+6 Bludgeoning + 2d6 ElectricityElectrical Discharge
+16 (+11, +6) to hit 5d6 ElectricityConstruct Armor (Hardness 10)
Like normal objects, Synthetic Khismar has Hardness. This Hardness reduces any damage he takes by an amount equal to his Hardness. Once Synthetic Khismar is reduced to fewer than half his Hit Points, or immediately upon being damaged by a critical hit, his construct armor breaks and his AC is reduced to 23.
Overcharge
Trigger Synthetic Khismar takes electricity damage
Effect Synthetic Khismar gains resistance 20 to electricity against the triggering attack and becomes Quickened for 1d4 rounds.
Programmed Combo
Synthetic Khismar makes two storm-fist Strikes against a single target. If either of the attacks deals damage, the target is Off-Guard until the beginning of Synthetic Khismar's next turn. His multiple attack penalty increases after making both attacks.
Self-Destruct
Requirements Synthetic Khismar has 20 HP or fewer
Effect Synthetic Khismar explodes in a ball of burning plasma, destroying himself completely and dealing 10d6 electricity damage to all creatures within 10-foot emanation (DC 26 reflex)
Special Synthetic Khismar automatically activates this ability as a free action when brought to 0 Hit Points.
Technology Control
(concentrate)Frequency once per turn
Range 100 feet
Effect Synthetic Khismar chooses the target of one technological construct or hazard; if this would cause the technological construct or hazard to attack a creature it would not normally attack, it takes a -2 circumstance penalty to its attack rolls and DCs against that creature.
Traits
A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.
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.