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Automaton, Master

This construct is covered with elaborate markings. Its arms end in tremendous hooks, and the core in its head glows with light.

Master Automaton CR 20

XP 307,200
LN Huge construct (automaton, extraplanar)
Init +3; Senses automaton sense, darkvision 60 ft., low-light vision, true seeing; Perception +34

DEFENSE

AC 38, touch 20, flat-footed 34 (+3 Dex, +1 dodge, +8 insight, +18 natural, –2 size)
hp 377 (25d10+240); fast healing 20
Fort +16, Ref +19, Will +23
Defensive Abilities powerful core, reconstruction; Immune construct traits, electricity; Resist cold 30, sonic 30; SR 31
Weaknesses vulnerable mind

OFFENSE

Speed 60 ft., climb 30 ft., fly 60 ft. (average)
Melee 2 arcane hooks +33 (4d10+18/19–20)
Space 15 ft.; Reach 15 ft.
Special Attacks energy beam (90-ft. line or 60-ft. cone, DC 30, 20d6, usable every 1d3 rounds), rend (2 arcane hooks, 4d10+18)
Spell-Like Abilities (CL 25th, concentration +33)

Constanttongues, true seeing
At willcloudkill (DC 23), fireball (DC 21), lightning bolt (DC 21), teleport
3/daybanishment (DC 25), blade barrier (DC 24), plane shift, power word stun (DC 26)
1/dayreverse gravity, prismatic wall, time stop

STATISTICS

Str 28, Dex 16, Con —, Int 20, Wis 21, Cha 27
Base Atk +25; CMB +36; CMD 58
Feats Alertness, Combat Expertise, Combat Reflexes, Dodge, Flyby Attack, Hover, Improved Critical (arcane hook), Iron Will, Mobility, Power Attack, Spring Attack, Vital Strike, Weapon Focus (arcane hook)
Skills Climb +32, Diplomacy +23, Fly +27, Intimidate +23, Knowledge (arcana) +30, Knowledge (planes) +30, Perception +34, Sense Motive +7, Spellcraft +20, Use Magic Device +23
Languages Abyssal, Celestial, Common, Ignan, one additional; telepathy 100 ft., tongues
SQ automaton core, consume core, intelligent construct

SPECIAL ABILITIES

Arcane Hooks (Ex)

A master automaton’s hooks are treated as having the ghost touch property and as epic weapons for the purpose of overcoming damage reduction. A master automaton applies twice its Strength as a bonus on damage rolls with its hooks. When a master automaton hits with a hook, it can attempt a reposition combat maneuver as a free action. With a successful combat maneuver check, the master automaton can move its target to any square within its reach. If both hook attacks hit the target, the master automaton gains a +5 bonus on the combat maneuver check.

Automaton Sense (Ex)

A master automaton can sense and locate other automatons within 500 feet as if it had blindsense, and it can detect automatons within 60 feet as if it had blindsight.

Consume Core (Ex)

A master automaton can consume the life energy found within an automaton core as a standard action. Consuming a core in this manner destroys the automaton core and grants the master a +1 bonus to natural armor and on attack rolls, skill checks, and saving throws for 24 hours. Consuming a second automaton core within this 24 hour period causes the bonuses to become permanent. A master automaton can never gain more than a +10 bonus by consuming automaton cores. If a master automaton consumes the automaton core of another master automaton, it gains that master automaton’s permanent bonuses gained by the consume core ability, if any, and add these bonuses to its own permanent bonuses.

Energy Beam (Ex)

A master automaton can focus the energy in its core to fire either a 90-foot line or a 60-foot cone of energy as a standard action. The beam deals 20d6 points of damage to each creature caught in the area (Reflex DC 30 half). Half of the damage is fire damage and half is force damage. A master automaton can use its energy beam once every 1d3 rounds. A master automaton can use its energy beam when it is grappling or being grappled. The save DC is Wisdom-based.

Powerful Core (Ex)

A master automaton’s automaton core is filled with extremely potent life energy, granting the master an insight bonus to AC and on saving throws equal to the master automaton’s Charisma bonus (if any). Additionally, this energy grants the master automaton a number of bonus hit points per Hit Die equal to its Charisma bonus (if any).

Reconstruction (Ex)

A master automaton is able to reconstruct itself if its body is destroyed. The master automaton’s automaton core uses its energy to rebuild the automaton’s body over the span of 1d10 days. If the core is located in Axis, the reconstruction requires only 1d10 hours. Once reconstructed, the master automaton reactivates with full hit points and any bonuses it had gained from the consume core ability. Only destroying a master automaton’s automaton core prevents this reconstruction.

ECOLOGY

Environment any (Axis)
Organization solitary
Treasure none

Master automatons are the most powerful among their kind. Most master automatons do not enter combat, instead choosing to serve as strategists and advisors.

Every master automaton commands the same basic abilities. Most notable is their ability to detect and destroy automaton cores, an ability developed in case it became necessary to stop rogue automatons. Each master’s frame is created with an arcane resonance that matches that found in automaton cores, allowing a master automaton to destroy and consume a core with ease. An unexpected side effect of this destruction process, however, is that a master absorbs the destroyed core’s energy, which empowers the master.

Section 15: Copyright Notice

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.