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Synthetic Khismar (5-6)Creature 6


UniqueNESmallConstruct
Source Pathfinder Society Scenario #1-24: Lightning Strikes, Stars Fall
Perception +12 (darkvision)
Languages Common, Gnomish, Hallit, Sylvan
Skills Acrobatics +10, Athletics +15, Deception +10, Intimidation +12, Lore +13
Str +5, Dex +2, Con +4, Int +1, Wis +2, Cha +0

AC 24 20 when broken, construct armor; Fort +16; Reflex +10; Will +14;
HP 70
Speed 30 feet
Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious

Storm-fist One Action +17 (+12, +7) to hit (forceful, unarmed) 1d6 Electricity + 2d6+5 Bludgeoning
Electrical Discharge One Action +12 (+7, +2) to hit (range increment 30) 4d6 Electricity

Darkvision

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.

Construct Armor (Hardness 10)

Like normal objects, Synthetic Khismar has Hardness. This Hardness reduces any damage he takes by an amount equal to his Hardness. Once Synthetic Khismar is reduced to fewer than half his Hit Points, or immediately upon being damaged by a critical hit, his construct armor breaks and his AC is reduced to 20.

Overcharge Reaction

Trigger Synthetic Khismar takes electricity damage


Effect Synthetic Khismar gains resistance 20 to electricity against the triggering attack and becomes Quickened for 1d4 rounds.

Programmed Combo Two Actions

Synthetic Khismar makes two storm-fist Strikes against a single target. If either of the attacks deals damage, the target is Flat-Footed until the beginning of Synthetic Khismar's next turn. His multiple attack penalty increases after making both attacks.

Self-Destruct Two Actions

Requirements Synthetic Khismar has 20 HP or fewer


Effect Synthetic Khismar explodes in a ball of burning plasma, destroying himself completely and dealing 8d6 electricity damage to all creatures within 10-foot emanation (DC 24 basic reflex)


Special Synthetic Khismar automatically activates this ability as a free action when brought to 0 Hit Points.

Technology Control Free Action (concentrate)

Frequency once per turn

Range 100 feet


Effect Synthetic Khismar chooses the target of one technological construct or hazard; if this would cause the technological construct or hazard to attack a creature it would not normally attack, it takes a -2 circumstance penalty to its attack rolls and DCs against that creature.

Effect: Technology Control



Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Construct

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.