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Patched Up AutomatonCreature 3

Source Pathfinder Society Scenario #4-04: To Seek the Heart of Calamity
Perception +8 (darkvision)
Languages Common, Osiriani, Telepathy 30 Feet
Skills Arcana +9, Athletics +10, Intimidation +9
Str +4, Dex +2, Con +4, Int +2, Wis +0, Cha +1

AC 19; Fort +12; Reflex +6; Will +9;
HP 20
Speed 25 feet
Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious
Resistances Physical 5

Fist One Action +10 (+6, +2) to hit (agile) 1d8+6 Bludgeoning
Mouth Beam One Action +9 (+4, -1) to hit (cold, magical, range increment 60) 2d6+3 Cold


A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

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.

Barbed Net

When a crumbling automaton hits a creature with their barbed net, the net wraps around the target, which becomes Clumsy 1 and takes a -10-foot circumstance penalty to its Speeds. If the Strike was a critical success, the target is also Immobilized. When a creature Escapes (DC 20), or if the Strike misses, the net crumbles into nothing. Each time a creature attempts to Escape, it takes 1d8 slashing damage from the net's barbs, regardless of whether the attempt succeeds.



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.


A creature with this trait is a member of the automaton ancestry.


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.