Champion Automaton
Creature 10 (rare) — automaton, construct
AnvilSnareLANDVERTICALautomatonconstructfire
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; darkvision
Languages common; One other language the champion knew in life usually jistkan, Telepathy 60 feet
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 (magical) +23, Damage 2d12+12 piercing plus Grab
Ranged Energy Beam (fire, magical) +23, range 60 feet, Damage 2d10+10 fire
Abilities
Telepathy 60 feet (aura, magical, mental) — 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.
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.
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 —
WORKS WELL WITH
SniperLAND / VERTICALA ranged ally keeps dealing damage while this bruiser occupies the front line and forces enemies to engage it.
WeaverLAND / VERTICALA caster can pile debuffs onto a target already immobilized by the Grab.
FlankerLAND / VERTICALA skirmisher exploits the opening left when a foe is fixated on breaking free of the Grab.
PUNISHES
✖ melee reliance✖ clumping✖ standing still
Stacking another Anvil adds redundant frontline pressure without new threats.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Champion Automaton in the encounter builder — free, no install.
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