Imperfect AutomatonCreature 6
Source Pathfinder Lost Omens: Monsters of Myth
Perception +12 (darkvision)
Languages Common, Osiriani, One Language Depending On Its Mortal Life; Telepathy 30 Feet
Skills Arcana +11, Athletics +13, Crafting +13, Intimidation +12, Society +11, Stealth +10
Str +5, Dex +3, Con +4, Int +3, Wis +0, Cha +2
AC 23; Fort +16; Reflex +11; Will +14;
HP 85
Speed 25 feet
Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious
Resistances Physical 5
Fist +17 (+12, +7) to hit (magical) 2d8+8 Bludgeoning
Energy Beam +17 (+12, +7) to hit (cold, magical, range increment 60) 2d10+3 Cold
Telepathy 30 feet (aura, divination, magical)
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.
Unsubstantiated ConsciousnessWhen an imperfect automaton succeeds at a Will save, it gets a critical success instead. When it fails at a Will save, it gets a critical failure instead.
Empty Wail (auditory, emotion, mental)The imperfect automaton utters a mournful cry in a 30-foot cone. The cry deals 4d6 mental damage to all creatures in the area (DC 22 will save). The imperfect automaton can't use its Empty Wail again for 1d4 rounds.
Critical Success The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage and is Stupefied 1 for 1d4+1 rounds.
Critical Failure The creature takes double damage and is stupefied 1 for 1d4+1 rounds and Stunned 1.
Impassioned StrikesWhile the imperfect automaton is affected by an emotion effect, its fist Strikes deal 1d6 additional mental damage.
Mortal Reflection (emotion)Requirements The imperfect automaton has a creature Grabbed or Restrained
Effect The imperfect automaton draws upon the target's emotions to recall a semblance of mortal feeling, gaining a +5-foot status bonus to its Speed for 1 minute. If the grabbed or restrained creature has an ongoing emotion or mental effect with a counteract level of 4 or lower, the imperfect automaton can gain a copy of that effect that lasts for 1 minute.
Effect: Mortal Reflection
GrabRequirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.
Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
AutomatonA creature with this trait is a member of the automaton ancestry.
ConstructA construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, 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.