This metallic creature has pincer-tipped arms, a single red eye, and an array of deadly armaments.
Myrmidon CR 11
AC 25, touch 11, flat-footed 23 (+2 Dex, +14 natural, –1 size)
hp 112 (15d10+30), force field (55 hp, fast healing 11)
Fort +10, Ref +12, Will +10
Defensive Abilities hardness 10, resilient; Immune cold, construct traits
Weaknesses vulnerable to critical hits, vulnerable to electricity
Speed 20 ft., fly 90 ft. (perfect)
Melee 2 claws +22 (1d6+8 plus grab), 2 quantum lashes +22 touch (1d10 force/19–20)
Ranged integrated laser rifle +16 touch (2d10 fire)
Space 10 ft.; Reach 5 ft. (20 ft. with quantum lash)
Special Attacks combined arms, constrict (1d6+8), rockets
Str 27, Dex 15, Con —, Int 12, Wis 14, Cha 1
Base Atk +15; CMB +24 (+28 grapple); CMD 36 (can’t be tripped)
Feats Combat Reflexes, Flyby Attack, Great Fortitude, Improved Initiative, Lightning Reflexes, Point-Blank Shot, Precise Shot
Skills Fly +26, Knowledge (engineering) +19, Perception +20
A myrmidon’s eye is an integrated laser rifle with a range increment of 250 feet.
A myrmidon’s two facial tentacles lash out with surprising force, and are capable of extending up to a reach of 20 feet. These lashes are primary attacks that deal force damage on a hit. They resolve as touch attacks, but the damage dealt is not modified by Strength, nor can it be improved by Power Attack. A quantum lash threatens a critical hit on a natural 19–20. A quantum lash that strikes a force field or force effect has a chance to disrupt that effect. Against a magical force effect like a wall of force, the myrmidon makes a special check as if it were casting dispel magic against the effect (CL 11th). Against a robot’s force field, the robot struck must succeed at a DC 18 Fortitude save or its force field deactivates for 1d10 rounds, after which time the robot reactivates at the same hit point total it was at before it was deactivated. The save DC is Intelligence-based.
Myrmidons receive a +3 racial bonus on all saving throws.
As a standard action, a myrmidon can fire a rocket to a range of 800 feet. A rocket explodes on impact in a 30-foot-radius burst, dealing 6d6 points of fire damage and 6d6 points of bludgeoning damage to all creatures in the area (Reflex DC 18 half). A myrmidon carries a maximum of five rockets. It can replenish fired rockets at the rate of one per 12 hours, crafting new rockets from scrap metal and other collected components. The save DC is Intelligence-based.
Myrmidons see invisible creatures and objects as if they were visible.
Organization solitary or unit (2–6)
Myrmidons are highly mobile robots programmed to patrol the skies above important locations. They react with swift violence, interpret anomalous sensory input as proof of hostile intent and rain destruction on the offending target immediately and without mercy. Most have been programmed to communicate, but they rarely hesitate in their carnage to do so.
Pathfinder Roleplaying Game Bestiary 5 © 2015, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, John Bennett, Logan Bonner, Creighton Broadhurst, Robert Brookes, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Thurston Hillman, Eric Hindley, Joe Homes, James Jacobs, Amanda Hamon Kunz, Ben McFarland, Jason Nelson, Thom Phillips, Stephen Radney-MacFarland, Alistair Rigg, Alex Riggs, David N. Ross, Wes Schneider, David Schwartz, Mark Seifter, Mike Shel, James L. Sutter, and Linda Zayas-Palmer.