Damaged Machine Soldier		CR 3
XP 800
Robot animated object fighter 1 (Pathfinder Campaign Setting: Inner Sea Bestiary, Pathfinder RPG Bestiary 14)
N Medium construct (robot)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +3
Defense
AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
hp 42 (4d10+21) (currently 25)
Fort +3, Ref +3, Will -3
Defensive Abilities hardness 5; Immune construct traits
Weaknesses vulnerability to critical hits, vulnerability to electricity
Offense
Speed 30 ft.
Melee mwk longsword +10 (1d8+4/19-20) or
Melee slam +3 (1d6+2)
Ranged mwk light crossbow +7 (1d8/19-20)
Tactics
During Combat While entangled, the soldier fires its crossbow, drawing its sword if someone closes into melee range. One the third round of combat, when it is no longer entangled, the soldier dashes into melee, Power Attacking continuously. It doesnt worry about drawing attacks of opportunity, trusting its hardness to keep it intact.
Morale The machine soldier fights until destroyed.
Base Statistics When not entangled, the machine soldiers statistics are Init +2; AC 18, touch 12, flat-footed 16; Ref +3; Melee mwk longsword +10 (1d8+4/1920); Ranged mwk light crossbow +7 (1d8/1920); Dex 15; CMB +8; CMD 20
Statistics
Str 18, Dex 15, Con , Int 13, Wis 3, Cha 1
Base Atk +4; CMB +8; CMD 20
Feats Power Attack, Two-weapon Fighting, Weapon Focus (longsword)
Skills Climb +11, Perception +3, Sense Motive +3
Languages Common, Goblin
Other Gear mwk light crossbow with 10 bolts, mwk longsword
Special Abilities
Construct Traits (+20 HP) Constructs have many immunities.
Immunity to Magic (Ex) Immune to spells that allow SR, with some exceptions.
Immunity to Ability Damage and Drain, Energy Drain, and Physical Ability Damage Immunity to ability damage and drain, energy drain, and ability damage to your physical abilities.
Immunity To Bleed, Death Effects, Disease, Exhausted, Fatigue, Mind-Affecting Effects, Necromatic Effects, Nonlethal Damage, Paralysis, Poison, Sleep, And Stunning You are immune to bleed, death and necromantic effects, diseases, the exhausted condition, the fatigued condition, mind-affecting effects, nonlethal damage, paralysis, poison, sleep effects, and being stunned.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Vulnerable to Critical Hits: Whenever a robot takes extra damage from a critical hit, it must succeed at a DC 15 Fortitude save or be stunned for 1 round. If it succeeds at this saving throw, it is staggered for 1 round. The robot is still immune to other sources of the stunned condition.
Vulnerable to Electricity: Robots take 150% as much damage as normal from electricity attacks, unless they are immune to electricity through other special defenses.

Machine Soldier		CR 3
XP 800
Robot animated object fighter 1 (Pathfinder Campaign Setting: Inner Sea Bestiary, Pathfinder RPG Bestiary 14)
N Medium construct (robot)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +3
Defense
AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
hp 42 (4d10+21)
Fort +3, Ref +3, Will -3
Defensive Abilities hardness 10; Immune construct traits
Weaknesses vulnerability to critical hits, vulnerability to electricity
Offense
Speed 30 ft.
Melee mwk longsword +8 (1d8+4/19-20) and
Melee mwk short sword +7 (1d6+2/19-20) or
Melee mwk longsword +10 (1d8+4/19-20) or
Melee mwk short sword +9 (1d6+2/19-20) or
Melee slam +3 (1d6+2)
Ranged mwk light crossbow +7 (1d8/19-20)
Tactics
During Combat The machine soldiers attack with their swords, making Power Attacks, resorting to their crossbows only if intruders remain out of melee combat range.
Morale The machine soldier fights until destroyed.
Statistics
Str 18, Dex 15, Con , Int 13, Wis 3, Cha 1
Base Atk +4; CMB +8; CMD 20
Feats Power Attack, Two-weapon Fighting, Weapon Focus (longsword)
Skills Climb +11, Perception +3, Sense Motive +3
Languages Common, Goblin
Other Gear mwk light crossbow, mwk longsword, mwk short sword
Special Abilities
Construct Traits (+20 HP) Constructs have many immunities.
Immunity to Magic (Ex) Immune to spells that allow SR, with some exceptions.
Immunity to Ability Damage and Drain, Energy Drain, and Physical Ability Damage Immunity to ability damage and drain, energy drain, and ability damage to your physical abilities.
Immunity To Bleed, Death Effects, Disease, Exhausted, Fatigue, Mind-Affecting Effects, Necromatic Effects, Nonlethal Damage, Paralysis, Poison, Sleep, And Stunning You are immune to bleed, death and necromantic effects, diseases, the exhausted condition, the fatigued condition, mind-affecting effects, nonlethal damage, paralysis, poison, sleep effects, and being stunned.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Vulnerable to Critical Hits: Whenever a robot takes extra damage from a critical hit, it must succeed at a DC 15 Fortitude save or be stunned for 1 round. If it succeeds at this saving throw, it is staggered for 1 round. The robot is still immune to other sources of the stunned condition.
Vulnerable to Electricity: Robots take 150% as much damage as normal from electricity attacks, unless they are immune to electricity through other special defenses.

Meleren		CR 1
XP 400
Android expert 3 (Pathfinder RPG Bestiary 5 19)
N Medium humanoid (android)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +7
Defense
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 16 (3d8+3)
Fort +1, Ref +3, Will +4; +4 vs. mind-affecting, paralysis, poison, and stun
Defensive Abilities constructed; Immune disease, emotion, exhaustion, fatigue, fear, sleep
Offense
Speed 30 ft. (20 ft. in armor)
Melee +1 morningstar +3 (1d8+1)
Ranged heavy crossbow +4 (1d10/19-20)
Statistics
Str 10, Dex 14, Con 11, Int 15, Wis 8, Cha 7
Base Atk +2; CMB +2; CMD 14
Feats Iron Will, Skill Focus (Disable Device)
Skills Acrobatics -1 (-5 to jump), Appraise +8, Craft (alchemy) +8, Craft (traps) +6, Disable Device +6, Escape Artist +5, Knowledge (engineering) +8, Perception +7, Sense Motive -5, Sleight of Hand +5; Racial Modifiers +2 Perception, -4 Sense Motive
Languages Common, Goblin, Hallit
SQ emotionless, exceptional senses, nanite surge
Combat Gear acid, alchemist's fire, tanglefoot bag (2), thunderstone; Other Gear leather armor, +1 morningstar, heavy crossbow with 10 bolts, masterwork thieves' tools, sunrod, tin amulet from a5
Special Abilities
Constructed (Ex) Counts as both humanoids and constructs for effects that target type.
Emotionless (Ex) Androids have problems processing emotions properly, and thus take a 4 penalty on Sense Motive checks.
Exceptional Senses Androids have darkvision to a range of 60 feet and low-light vision. They also gain a +2 racial bonus on Perception checks.
Immunity to Disease You are immune to diseases.
Immunity to Emotion (Ex) You are immune to all emotion effects.
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Fear (Ex) You are immune to all fear effects.
Immunity to Sleep You are immune to sleep effects.
Nanite Surge +6 (1/day) (Ex) Bonus to any one d20 roll. Glow like a torch for 1 round when used.



Shechera		CR 1
XP 400
Male human fighter 1/rogue 1
CN Medium humanoid (human)
Init +2; Senses Perception +5
Defense
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 20 (2 HD; 1d8+1d10+6) (currently 7)
Fort +3, Ref +4, Will +0
Offense
Speed 30 ft.
Melee dagger +4 (1d4+3/19-20) or
Melee dagger +4 (1d4+3/19-20) or
Melee quarterstaff +4 (1d6+4) or
Melee quarterstaff +2 (1d6+3), quarterstaff +2 (1d6+1) or
Melee sap +4 (1d6+3 nonlethal)
Special Attacks sneak attack +1d6
Tactics
During Combat Shechera fights dirty, flanking whenever possible and trying to demoralize opponents she has to take head-on.
Morale Shechera is past the point of frustration, and once she enters combat, she fights to the death.
Statistics
Str 16, Dex 15, Con 13, Int 8, Wis 10, Cha 12
Base Atk +1; CMB +4; CMD 16
Feats Skill Focus (Intimidate), Toughness, Two-weapon Fighting
Skills Climb +8, Intimidate +9, Knowledge (local) +4, Perception +5, Stealth +7
Languages Common
SQ trapfinding +1
Other Gear mwk studded leather, dagger, dagger, quarterstaff, sap, manacles (2)
Special Abilities
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Plasma Skeleton		CR 1/2
XP 200
Variant male burning human skeleton (Pathfinder RPG Bestiary 250, 251)
NE Medium undead
Init +6; Senses darkvision 60 ft.; Perception +0
Defense
AC 16, touch 12, flat-footed 14 (+2 armor, +2 Dex, +2 natural)
hp 9 (1d8+1) (currently 5)
Fort +1, Ref +2, Will +2
DR 5/bludgeoning; Immune fire, electricty, undead traits
Weaknesses vulnerability to cold
Offense
Speed 30 ft.
Melee ion gauntlet +2 (1d4+2 plus 1d6 fire) and claw -5 (1d4+1 plus 1d6 electricty and fire) or
Melee ion gauntlet +2 (1d4+2 plus 1d6 electricty and fire) or
Melee 2 claws -3 (1d4+1 plus 1d6 electricty and fire)
Special Attacks plasma aura (1d6 electricty and fire)
Tactics
During Combat The skeletons simple tactics involve swarming a single foe if possible. They stay close together so that their plasmatic death explosions overlap if they are destroyed.
Morale  The skeletons fight until destroyed.
Statistics
Str 15, Dex 14, Con , Int , Wis 10, Cha 12
Base Atk +0; CMB +2; CMD 14
Feats Improved Initiative
Languages Common
SQ plasma death
Other Gear chain shirt, ion gauntlet
Special Abilities
Plasma  Aura (1d6 fire and electricty) (Ex) Deal 1d6 fire and electricty damage to adjacent creatures, and to foes that hit with natural weapons.
Plasma Death (1d6 fire and electricty, DC 11) (Su) Deal listed fire and electricty damage to adjacent creatures when destroyed (Ref half).
Immunity to Ability Drain, Energy Drain, and Physical Ability Damage Immunity to ability drain, energy drain, and ability damage to your physical abilities.
Immunity To Bleed, Death Effects, Disease, Electricty, Exhausted, Fatigue, Fire, Mind-Affecting Effects, Nonlethal Damage, Paralysis, Poison, Sleep, And Stunning You are immune to bleed, death effects, diseases, electricty damage, the exhausted condition, the fatigued condition, fire damage, mind-affecting effects, nonlethal damage, paralysis, poison, sleep effects, and being stunned.
Undead Traits Undead have many immunities.
Vulnerability to Cold You are vulnerable (+50% damage) to Cold damage.

Plasma Hobgoblin Skeleton		CR 3
Variant male burning hobgoblin skeletal champion fighter 1 (Pathfinder RPG Bestiary 175, 251, 252)
NE Medium undead
Init +8; Senses darkvision 60 ft.; Perception +7
Defense
AC 16, touch 14, flat-footed 12 (+4 Dex, +2 natural)
hp 26 (3 HD; 2d8+1d10+6)
Fort +4, Ref +4, Will +4
Defensive Abilities channel resistance +4; DR 5/bludgeoning; Immune cold, fire, undead traits
Weaknesses vulnerability to cold
Offense
Speed 30 ft.
Melee ion gauntlet +6 (1d4+3 plus 1d6 electricty and fire) and claw -3 (1d4+1 plus 1d6 electricty and fire) or
Melee ion gauntlet +6 (1d4+3 plus 1d6 electricty and fire) or
Melee 2 claws +1 (1d4+1 plus 1d6 electricty and fire)
Special Attacks plasma aura (1d6 electricty and fire)
Tactics
During Combat Each round, one skeleton not in melee combat attempts to intimidate opponents using Dazzling Display while the rest attack, swarming a single foe if possible. They stay close together so that their plasmatic death explosions overlap if they are destroyed.
Morale The skeletons fight until destroyed.
Statistics
Str 17, Dex 18, Con , Int 10, Wis 12, Cha 14
Base Atk +2; CMB +5; CMD 19
Feats Dazzling Display, Improved Initiative, Weapon Focus (claw), Weapon Focus (spiked gauntlet)
Skills Intimidate +8, Knowledge (dungeoneering) +4, Knowledge (engineering) +4, Perception +7, Stealth +14; Racial Modifiers +4 Stealth
Languages Common, Goblin
SQ fiery death
Other Gear ion gauntlet
Special Abilities
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Dazzling Display (Spiked gauntlet) Intimidate check to demoralize can affect those within 30' who see you.
Plasma Aura (1d6 fire) (Ex) Deal 1d6 fire damage to adjacent creatures, and to foes that hit with natural weapons.
Plasma Death (1d6 fire, DC 13) (Su) Deal listed fire damage to adjacent creatures when destroyed (Ref half).
Immunity to Magic (Ex) Immune to spells that allow SR, with some exceptions.
Immunity to Ability Damage and Drain, Energy Drain, and Physical Ability Damage Immunity to ability damage and drain, energy drain, and ability damage to your physical abilities.
Immunity To Bleed, Death Effects, Disease, Electricty Dmage, Exhausted, Fatigue, Fire Damage, Mind-Affecting Effects, Necromatic Effects, Nonlethal Damage, Paralysis, Poison, Sleep, And Stunning You are immune to bleed, death and necromantic effects, diseases, electricty damage, the exhausted condition, the fatigued condition, fire damage, mind-affecting effects, nonlethal damage, paralysis, poison, sleep effects, and being stunned.
Undead Traits Undead have many immunities.
Vulnerability to Cold You are vulnerable (+50% damage) to Cold damage.

This cloud-like creature has dark hollows reminiscent of eyes and a mouth, and a howling wind whips it into ominous shapes.
Air Elemental, Medium		CR 3
XP 800
Male medium air elemental (Pathfinder RPG Bestiary 120)
N Medium outsider (air, elemental, extraplanar)
Init +9; Senses darkvision 60 ft.; Perception +7
Defense
AC 19, touch 16, flat-footed 13 (+5 Dex, +1 dodge, +3 natural)
hp 30 (4d10+8)
Fort +6, Ref +9, Will +1
Defensive Abilities air mastery; Immune elemental traits
Offense
Speed fly 100 ft. (perfect)
Melee slam +9 (1d6+3)
Special Attacks whirlwind (10-30 ft. high, 1d6+2 damage, DC 14)
Tactics
During Combat The elementals lash out at the nearest target each round, not bothering to focus attacks on individual foes.
Morale  An elemental flees into the ducts if reduced to 10 or fewer hit points.
Statistics
Str 14, Dex 21, Con 14, Int 4, Wis 11, Cha 11
Base Atk +4; CMB +6; CMD 22
Feats Dodge, Flyby Attack, Improved Initiative[B], Weapon Finesse[B]
Skills Acrobatics +11, Escape Artist +9, Fly +17, Knowledge (planes) +1, Perception +7, Stealth +10
Languages Auran
Special Abilities
Air Mastery (Ex) Airborne creatures take a -1 penalty on attack and damage rolls against this creature.
Elemental Traits Elementals have many immunities.
Flyby Attack You can take a standard action during your move action while flying.
Immunity to Bleed, Critical Hits, Fire, Flanking, Paralysis, Poison, Precision Damage, Sleep, and Stunning You are immune to bleed, critical Hits, fire damage, flanking, paralysis, poison, precision damage, sleep effects, and being stunned.
Whirlwind (10-30 ft. high, 1d6+2 damage, DC 14) (Su) Become a whirlwind which damages foe in same square and may trap them within (Ref part).

This cloud-like creature has dark hollows reminiscent of eyes and a mouth, and a howling wind whips it into ominous shapes.
Air Elemental, Small		CR 1
XP 400
Male small air elemental (Pathfinder RPG Bestiary 120)
N Small outsider (air, elemental, extraplanar)
Init +7; Senses darkvision 60 ft.; Perception +4
Defense
AC 17, touch 14, flat-footed 14 (+3 Dex, +3 natural, +1 size)
hp 13 (2d10+2)
Fort +4, Ref +6, Will +0
Defensive Abilities air mastery; Immune elemental traits
Offense
Speed fly 100 ft. (perfect)
Melee slam +6 (1d4+1)
Special Attacks whirlwind (10-20 ft. high, 1d4+1 damage, DC 12)
Tactics
During Combat The elementals lash out at the nearest target each round, not bothering to focus attacks on individual foes.
Morale  An elemental flees into the ducts if reduced to 5 or fewer hit points.
Statistics
Str 12, Dex 17, Con 12, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +2; CMD 15
Feats Flyby Attack, Improved Initiative, Weapon Finesse[B]
Skills Acrobatics +7, Escape Artist +7, Fly +17, Knowledge (planes) +1, Perception +4, Stealth +11
Languages Auran
Special Abilities
Air Mastery (Ex) Airborne creatures take a -1 penalty on attack and damage rolls against this creature.
Elemental Traits Elementals have many immunities.
Flyby Attack You can take a standard action during your move action while flying.
Immunity to Bleed, Critical Hits, Fire, Flanking, Paralysis, Poison, Precision Damage, Sleep, and Stunning You are immune to bleed, critical Hits, fire damage, flanking, paralysis, poison, precision damage, sleep effects, and being stunned.
Whirlwind (10-20 ft. high, 1d4+1 damage, DC 12) (Su) Become a whirlwind which damages foe in same square and may trap them within (Ref part).

A tall robed construct made of metal rods and ceramic plates. Its face is a transparent glass oval encasing a system of whirring mechanical parts.
Fearmonger Prototype		CR 4
XP 1,200
Variant robot scarecrow (Pathfinder Campaign Setting: Inner Sea Bestiary, Pathfinder RPG Bestiary 2 238)
N Medium construct (robot)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +8
Defense
AC 17, touch 10, flat-footed 17 (+7 natural)
hp 47 (5d10+20)
Fort +1, Ref +1, Will +1
Immune construct traits, cold
Weaknesses vulnerability to critical hits, vulnerability to electricity
Offense
Speed 20 ft.
Melee 2 slams +8 (1d8+3)
Special Attacks fascinating gaze, fear
Tactics
During Combat The fearmonger prototype tries locking down all adversaries with its fascination gaze, then attempts to pick off one opponent at a time.
Morale The fearmonger prototype fights until destroyed.
Statistics
Str 16, Dex 10, Con , Int 10, Wis 11, Cha 14
Base Atk +5; CMB +8; CMD 18
Feats Ability Focus (fascinating gaze), Improved Initiative, Improved Natural Armor
Skills Acrobatics +0 (-4 to jump), Climb +10, Linguistics +4, Perception +8
Languages Common, Goblin
Special Abilities
Construct Traits (+20 HP) Constructs have many immunities.
Fascinating Gaze (DC 16) (Su) Target is fascinated, 30 feet, Will DC 14 negates. Fascination lasts as long as the scarecrow remains within 300 feet of the fascinated creature. The approach or animation of the scarecrow does not count as an obvious threat to the victim of this par
Fear (DC 14) (Su) A scarecrow's touch infuses its target with overwhelming waves of fear. If the victim fails a DC 14 Will save, she cowers and can take no actions other than attempting a new DC 14 Will save at the end of the following round (and each round thereafter
Immunity to Magic (Ex) Immune to spells that allow SR, with some exceptions.
Immunity to Ability Damage and Drain, Energy Drain, and Physical Ability Damage Immunity to ability damage and drain, energy drain, and ability damage to your physical abilities.
Immunity To Bleed, Death Effects, Disease, Exhausted, Fatigue, Mind-Affecting Effects, Necromatic Effects, Nonlethal Damage, Paralysis, Poison, Sleep, And Stunning You are immune to bleed, death and necromantic effects, diseases, the exhausted condition, the fatigued condition, mind-affecting effects, nonlethal damage, paralysis, poison, sleep effects, and being stunned.
Vulnerable to Critical Hits: Whenever a robot takes extra damage from a critical hit, it must succeed at a DC 15 Fortitude save or be stunned for 1 round. If it succeeds at this saving throw, it is staggered for 1 round. The robot is still immune to other sources of the stunned condition.
Vulnerable to Electricity: Robots take 150% as much damage as normal from electricity attacks, unless they are immune to electricity through other special defenses.

A tall robed construct made of metal rods and ceramic plates. Its face is a transparent glass oval encasing a system of whirring mechanical parts.
Fearmonger Prototype #2		CR 5
XP 1,600
Variant robot advanced scarecrow (Pathfinder Campaign Setting: Inner Sea Bestiary, Pathfinder RPG Bestiary 288, Pathfinder RPG Bestiary 2 238)
N Medium construct (robot)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +10
Defense
AC 21, touch 12, flat-footed 19 (+2 Dex, +9 natural)
hp 47 (5d10+20)
Fort +1, Ref +3, Will +3
Immune construct traits, cold
Weaknesses vulnerability to critical hits, vulnerability to electricity
Offense
Speed 20 ft.
Melee 2 slams +10 (1d8+5)
Special Attacks fascinating gaze, fear
Tactics
During Combat The fearmonger prototype tries locking down all adversaries with its fascination gaze, then attempts to pick off one opponent at a time.
Morale The fearmonger prototype fights until destroyed.
Statistics
Str 20, Dex 14, Con , Int 14, Wis 15, Cha 18
Base Atk +5; CMB +10; CMD 22
Feats Ability Focus (fascinating gaze), Improved Initiative, Improved Natural Armor
Skills Acrobatics +2 (-2 to jump), Climb +12, Linguistics +6, Perception +10
Languages Common, Goblin
Special Abilities
Construct Traits (+20 HP) Constructs have many immunities.
Fascinating Gaze (DC 18) (Su) Target is fascinated, 30 feet, Will DC 14 negates. Fascination lasts as long as the scarecrow remains within 300 feet of the fascinated creature. The approach or animation of the scarecrow does not count as an obvious threat to the victim of this par
Fear (DC 16) (Su) A scarecrow's touch infuses its target with overwhelming waves of fear. If the victim fails a DC 14 Will save, she cowers and can take no actions other than attempting a new DC 14 Will save at the end of the following round (and each round thereafter
Immunity to Magic (Ex) Immune to spells that allow SR, with some exceptions.
Immunity to Ability Damage and Drain, Energy Drain, and Physical Ability Damage Immunity to ability damage and drain, energy drain, and ability damage to your physical abilities.
Immunity To Bleed, Death Effects, Disease, Exhausted, Fatigue, Mind-Affecting Effects, Necromatic Effects, Nonlethal Damage, Paralysis, Poison, Sleep, And Stunning You are immune to bleed, death and necromantic effects, diseases, the exhausted condition, the fatigued condition, mind-affecting effects, nonlethal damage, paralysis, poison, sleep effects, and being stunned.
Vulnerable to Critical Hits: Whenever a robot takes extra damage from a critical hit, it must succeed at a DC 15 Fortitude save or be stunned for 1 round. If it succeeds at this saving throw, it is staggered for 1 round. The robot is still immune to other sources of the stunned condition.
Vulnerable to Electricity: Robots take 150% as much damage as normal from electricity attacks, unless they are immune to electricity through other special defenses.

Machine Captain		CR 4
XP 1,200
Robot advanced animated object fighter 1 (Pathfinder Campaign Setting: Inner Sea Bestiary, Pathfinder RPG Bestiary 14, 288)
N Medium construct (robot)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +5
Defense
AC 22, touch 14, flat-footed 18 (+4 Dex, +8 natural)
hp 42 (4d10+21)
Fort +3, Ref +5, Will -1
Defensive Abilities hardness 10; Immune construct traits
Weaknesses vulnerability to critical hits, vulnerability to electricity
Offense
Speed 30 ft.
Melee mwk longsword +10 (1d8+6/19-20) and mwk short sword +9 (1d6+3/19-20) or
Melee mwk longsword +12 (1d8+6/19-20) or
Melee mwk short sword +11 (1d6+3/19-20) or
Melee slam +5 (1d6+3)
Ranged mwk light crossbow +9 (1d8/19-20)
Tactics
During Combat The machine captain does its best to keep more than one enemy from engaging the fearmonger prototype in combat at a time. If all opponents are fascinated or cowering, it assists the fearmonger with its specific target.
Morale The machine captain fights until destroyed.
Statistics
Str 22, Dex 19, Con , Int 17, Wis 7, Cha 5
Base Atk +4; CMB +10; CMD 24
Feats Power Attack, Two-weapon Fighting, Weapon Focus (longsword)
Skills Climb +13, Perception +5, Sense Motive +5
Languages Common, Goblin
Other Gear mwk light crossbow, mwk longsword, mwk short sword
Special Abilities
Construct Traits (+20 HP) Constructs have many immunities.
Immunity to Magic (Ex) Immune to spells that allow SR, with some exceptions.
Immunity to Ability Damage and Drain, Energy Drain, and Physical Ability Damage Immunity to ability damage and drain, energy drain, and ability damage to your physical abilities.
Immunity To Bleed, Death Effects, Disease, Exhausted, Fatigue, Mind-Affecting Effects, Necromatic Effects, Nonlethal Damage, Paralysis, Poison, Sleep, And Stunning You are immune to bleed, death and necromantic effects, diseases, the exhausted condition, the fatigued condition, mind-affecting effects, nonlethal damage, paralysis, poison, sleep effects, and being stunned.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Vulnerable to Critical Hits: Whenever a robot takes extra damage from a critical hit, it must succeed at a DC 15 Fortitude save or be stunned for 1 round. If it succeeds at this saving throw, it is staggered for 1 round. The robot is still immune to other sources of the stunned condition.
Vulnerable to Electricity: Robots take 150% as much damage as normal from electricity attacks, unless they are immune to electricity through other special defenses.

