This large construct has arms that end in massive pincers, and the core in the center of its head glows with an unrivaled ferocity.
Champion Automaton CR 10
AC 24, touch 14, flat-footed 22 (+2 Dex, +2 insight, +10 natural)
hp 127 (13d10+56); fast healing 15
Fort +4, Ref +6, Will +6
Defensive Abilities warrior’s resolve; DR 10/adamantine; Immune construct traits, electricity; Resist cold 10, sonic 10; SR 21
Weaknesses vulnerable mind
Speed 40 ft., climb 30 ft.
Melee 2 arcane pincers +18 (2d6+12 plus grab), slam +18 (1d8+6)
Space 10 ft.; Reach 10 ft.
Special Attacks energy beam (60-ft. line or 30-ft. cone, DC 18, 8d6, usable every 1d4 rounds)
Spell-Like Abilities (CL 13th; concentration +17)
Str 22, Dex 15, Con —, Int 14, Wis 15, Cha 18
Base Atk +13; CMB +20 (+22 bull rush, sunder, +24 grapple); CMD 32 (+34 vs. bull rush or sunder)
Feats Cleave, Combat Reflexes, Great Cleave, Improved Bull Rush, Improved Sunder, Power Attack, Vital Strike
Skills Climb +31, Diplomacy +21, Intimidate +21, Perception +19, Sense Motive +19, Swim +23
Languages Common; telepathy 100 ft.
SQ automaton core, intelligent construct
Arcane Pincers (Ex)
A champion automaton’s pincers function as claw attacks but have been magically treated to make them more powerful. A champion applies twice its Strength as a bonus on damage rolls with its pincers.
If a champion automaton grabs a creature smaller than itself with a pincer, the champion automaton does not gain the grappled condition and can move normally while holding the creature in its pincer. While holding a creature in a pincer, the champion automaton loses access to that pincer attack and gains an additional slam attack.
If the champion automaton uses this slam attack against a creature or object while a creature is held in its pincer, the held creature takes damage equal to the slam attack on a hit. The champion automaton must still maintain the grapple every round, but it can do so as a free action. The grappled creature can attempt to break free as normal.
Energy Beam (Ex)
A champion automaton can focus the energy in its core to emit either a 60-foot line or a 30-foot cone as a standard action. The beam deals 8d6 points of damage to each creature caught in the area (Reflex DC 20 half). Half of the damage dealt is fire damage and half is force damage. A champion automaton can use its energy beam once every 1d4 rounds. A champion automaton can use its energy beam when it is grappling or being grappled. The save DC is Charisma-based.
Warrior’s Resolve (Ex)
Environment any (Axis)
Organization solitary or pair
Champion automatons are enormous constructs typically made from a combination of magically treated stone and metal, which allows them to withstand the powerful blows typically encountered in battle. Although these bodies are extremely heavy, the magical energies that power them allow the automatons to move as quickly as most other combatants, if not faster. A typical champion automaton is 14 feet tall and weighs 2 tons, though some reach as much as 40 feet in height.
The most notable features of a champion automaton are its enormous pincers. The durability of its body and the magical ritual that reinforces the pincers’ structure allows a champion automaton to swing its pincer with tremendous force. In combat, these constructs use the pincers to clamp onto particularly pesky enemies. Once a champion has successfully grabbed an enemy, it remains free to keep swinging its pincer, slamming its captive foe into other enemies to damage both creatures.
The other devastating weapon of a champion automaton is the automaton core itself. The potent core constantly collects planar energy at an impressive rate in order to power the large constructs. A champion automaton can focus excess energy into a deadly beam of force capable of destroying structures or slaying large numbers of foes.
Pathfinder Campaign Setting: Construct Handbook © 2018, Paizo Inc.; Authors: Brian Duckwitz, Andrew Hoskins, Nathan King, Kris Leonard, Luis Loza, Adrian Ng, Tom Phillips, Alex Riggs, and Nicholas Wasko.