Hi-Crux
Hi-Crux CR 3
Source Lynte Homebrew (Altered from Clockwork Necrophidius)
XP 800
N Medium construct (clockwork)
Init +7; Senses termorsense 30 ft., darkvision 60 ft.; Perception +0
Defense
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 Dodge (Clockwork swift reactions))
hp 36 (3d10+20) 52
Fort +1, Ref +6, Will +1
DR 5/bludgeoning; Immune construct traits
Weaknesses vulnerable to electricity
Offense
Speed 25 ft., climb 20 ft.
Melee 2 claws +1 (1d4+1)
Ranged 2 harpoons +6 (1d6+3/19-20 plus tether)
Special Attacks
Statistics
Str 16, Dex 17, Con —, Int —, Wis 11, Cha 1
Base Atk +3; CMB +6 (+8 dragging); CMD 19 (+8 to trip)
Feats Improved Initiative, Lightning Reflexes, Precise Shot, Improved Drag
Special Abilities
Swift Reactions Clockwork constructs generally react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats and gain a +2 dodge bonus to AC.
Tethering Harpoons (Su) The Hi-Crux’ harpoons are “telekinetically” tethered to itself by way of ropes of force. On a successful hit, the target is tethered to the Hi-Crux. On a critical hit, the Hi-Crux may make a tethered drag attempt as a free action. The Hi-Crux can only maintain 3 ropes of force at a time, but it requires no action to release a rope during its turn. Each rope on the same target also gives it a +2 circumstance bonus to drag attempts, stacking up to +6. When attempting to burst or escape these ropes, a creature may attempt against all ropes in the same action but rolling separately against escape DC 10+CMB or burst DC 10+Strength modifier. The harpoon attacks have a 30-foot range with only two range increments and deal piercing damage. For supporting weight, 3 force ropes combine to carry as much as a 1-inch thick hemp rope.
Force Claws (Su) Against willing targets, a Hi-Crux may replace its harpoon attacks with a force claw attack with the same statistics. This attack deals no damage but hits against touch and allows the Hi-Crux to perform a drag maneuver against the target as a free action on a hit, moving it up to 5 feet on a success, or 10 feet when succeeding by 5 or more.
Capable Climber (Ex) This clockwork golem has 20 ft. Climb speed. It’s weapons are fully functional even while climbing.