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Mechanical CarnyCreature 2

Source Pathfinder #151: The Show Must Go On
Perception +6 (low-light vision)
Languages Common, (can Speak Pre-recorded Phrases Only)
Skills Acrobatics +7, Athletics +9, Performance +6
Str +3, Dex +1, Con +0, Int -5, Wis +0, Cha +2

AC 17; Fort +8; Reflex +11; Will +4;
HP 33
Speed 25 feet
Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious
Weaknesses Electricity 6
Resistances Physical 3

Spring-loaded Fist One Action +11 (+6, +1) to hit (nonlethal, reach 10) 2d4+4 Bludgeoning
Headbutt One Action +11 (+6, +1) to hit 2d4+4 Bludgeoning

Low-Light Vision

The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.


A severely damaged mechanical carny has a chance of malfunctioning. If a mechanical carny has 15 or fewer Hit Points at the start of its turn, it must succeed at a DC 5 flat check or go haywire. A haywire mechanical carny wildly attacks the nearest living creature, or the nearest object if no creatures are nearby. It takes a -1 circumstance penalty to Strikes but deals an additional 1d6 bludgeoning damage plus Knockdown. This effect lasts 10 minutes or until the mechanical carny is destroyed.

Effect: Haywire

Mechanical carnies are constructs manufactured to serve as entertainers, cleaners, and guards at carnivals and circuses. The first of these constructs was created by a gnome inventor who yearned for a tireless companion who could make her laugh and smile. Her invention was so successful that it has spawned countless imitations and knockoffs throughout the Inner Sea, and mechanical carnies of some form or another are a staple throughout metropolitan lands in both Avistan and Garund.



Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.


A 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.


A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.