Small Construct (Augmented Aberration)
Choker with Clockwork Creature Template
Hit Dice: 3d10+10 (26 hp)
Initiative: +8
Speed: 20 ft. (4 squares), climb 10 ft.
Armor Class: 24 (+1 size, +4 Dex, +9 natural), touch 15, flatfooted 20
Base Attack/Grapple: +2/+12
Attack: Tentacle +8 melee (1d3+5)
Full Attack: 2 tentacles +8 melee (1d3+5)
Space/Reach: 5 ft./10 ft.
Special Attacks: Constrict 1d3+7, improved grab
Special Qualities: Created mind, construct traits, darkvision 60 ft., hardness 10, metal body, quickness, resistances (acid 10, cold 10, fire 10), vulnerability to electricity, wind-up key
Saves: Fort +1, Ref +7, Will +2
Abilities: Str 20, Dex 18, Con —, Int —, Wis 9, Cha 3
Skills: Climb +13, Craft (armorsmithing) +5, Craft (weaponsmithing) +5, Disable Device +5, Hide +10, Move Silently +4
Feats: Improved InitiativeB, Lightning Reflexes, Stealthy
Environment: Any
Organization: Solitary
Challenge Rating: 4
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Always neutral
Advancement: 4–6 HD (Small); 7–12 HD (Medium)
Level Adjustment: —
Here is an example of a clockwork creature using a choker as the base creature.
A clockwork choker’s lack of intelligence makes it a poor guardian. Since it must be constantly supervised or specifically told not to move. However, its ability to capture or kill foes with equal ease makes it a valuable bodyguard. Creators of clockwork chokers often bring the funny-looking constructs with them to social occasions or diplomatic meetings at which a more threatening creature would be unwelcome.
A clockwork choker resembles a normal choker except that its body is made of jointed metal and gears, and its arms are long springs.
Combat
A clockwork choker lacks the intelligence to interpret commands, so it follows the orders of its designated commander to the letter.
Constrict (Ex): A clockwork choker deals 1d3+7 points of damage with a successful grapple check against a Large or smaller creature. A creature in the clockwork choker’s grasp cannot speak or cast spells with verbal components because its neck is being squeezed.
Improved Grab (Ex): To use this ability, a clockwork choker must hit a Large or smaller opponent with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. A clockwork choker receives a +4 racial bonus on grapple checks (already included in the statistics above).
Construct Traits: A clockwork choker has immunity to poison, sleep effects, paralysis, stunning, disease, death eff ects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, subdual damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Cannot heal damage, but can be repaired. Darkvision 60 ft. and low-light vision.
Created Mind (Ex): See the clockwork template.
Hardness (Ex): See the clockwork template.
Metal Body (Ex): See the clockwork template.
Quickness (Su): Although not particularly dexterous, a clockwork choker is amazingly quick. It can take an extra standard action or move action during its turn each round.
Resistances (Ex): See the clockwork template.
Vulnerability to Electricity (Ex): See the clockwork template.
Windup Key (Ex): See the clockwork template.
Skills: A clockwork choker has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
Source: Advanced Bestiary