Quartz-core Metronome

Quartz-core Metronome

Quartz-core Metronome CR 6

Source An Arid Expedition
XP 2,400
N Medium construct (clockwork)
Init +7; Senses darkvision 60 ft., low-light vision; Perception +0

Defense

AC 15, touch 15, flat-footed 10 (+3 Dex, +2 dodge)
hp 64 (8d10+20)
Fort +2, Ref +7, Will +2
Immune construct traits
Weaknesses vulnerable to electricity, 5 bonus damage from all physical attacks

Offense

Speed 40 ft.
Melee slam +6 (1d6+3)
Special Attacks Scramble

Statistics

Str 16, Dex 17, Con —, Int —, Wis 11, Cha 1
Base Atk +8; CMB +11; CMD 24
Feats Improved Initiative, Lightning Reflexes
SQ Swift Reactions, Emergency Rewind, Fragile, Hover, Improved Flanking, Limited Flight, Perfect Movement

Special Abilities

Swift Reactions (Ex) 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.

Emergency Rewind (Su) The QCM records its position at the start of each turn. As an immediate action after taking damage, it may return to this position and heal half of its missing hit points (maximum 20). The QCM can use this ability even if the triggering damage destroys it.

Fragile (Ex) The QCM does not have damage reduction and takes 5 bonus damage from any physical attack.

Hover (Su) The QCM hovers just 1 foot above the ground, it does not trigger any pressure plates or similar traps beneath it.

Improved Flanking (Ex) Allies flanking with the QCM have a flanking bonus 1 higher than normal (+3 instead of +2).

Limited Flight (Sp) The QCM can fly for up to 1 minute (indivisible), gaining a fly speed of 20 feet and perfect flight. Once used, the ability must be recharged by inactivity for 1 minute. This ability is activated as a swift action.

Perfect Movement (Su) The QCM never provokes attacks of opportunity while moving willingly. Additionally, up to 5 times a round, it may move 5 feet when an ally ends its turn within 10 feet of it.

Scramble (Su) Activated as a standard action, the QCM teleports creatures within 10 feet or 15 feet. Each affected creature must make a DC 15 + 1/2HD Will save. All willing creatures and creatures that failed the save may then be teleported into another space of the QCM’s choice within the area, however, each space that was occupied before the activation must also be occupied for its selection to be valid. The QCM is then either dazed or mazed (flip a coin) for a duration depending on the area: 1 round for 10 feet or 2 rounds for 15 feet.

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