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Champion Automaton

Creature 10 (rare) — automaton, construct

The artifcers of Jistka crafted warrior automatons to fght on the front lines of their armies, and in this goal they succeeded admirably. Brutal, effective combatants, champion automatons contain the souls of the best of the Imperium's armies, its most dedicated soldiers and respected offcers, all rendered deadlier than ever before in their bodies of metal and magic.

Source: pathfinder-monster-core-2

Perception +18
Skills athletics +22, diplomacy +18, intimidation +18
Str
+6
Dex
+5
Con
+5
Int
+3
Wis
+4
Cha
+4
AC 29 Fort +21 Ref +19 Will +17
HP 170
Resistances physical (except adamantine) 10
Speed 25 feet, climb 15 feet

Offense

Melee Pincer +23, Damage 2d12+12 piercing
Ranged Energy Beam +23, Damage 2d10+10 fire

Abilities

Telepathy 60 feet (aura, magical, mental) — Telepathy
Arcane Slam (arcane) —
Spinning Toss — Frequency once per round Requirements The champion has a creature Grabbed Effect The champion spins on its axis, using the creature it's holding as an impromptu bludgeon before tossing it aside. The champion attempts an Athletics check against the grabbed creature's Fortitude DC. **Critical Success** The champion fings its victim. The grapple ends. The grabbed creature is thrown into a space within 10 feet, takes 8d6 bludgeoning damage, and falls Prone. All creatures adjacent to the champion take the same amount of bludgeoning damage (DC 29 Reflex save). **Success** As critical success, except the grabbed creatures is thrown into a space within 5 feet, and creatures take 4d6 bludgeoning damage. **Failure** The champion tosses its victim aside. The grapple ends. The grabbed creature falls prone. **Critical Failure** The champion fumbles its grasp on its victim and the grapple ends.
Grab — Grab

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