Biologic Processor

Biologic Processor CR 9

XP 6,400
N Gargantuan construct
Init –2; Senses darkvision 60 ft., low-light vision; Perception –5

DEFENSE

AC 19, touch 4, flat-footed 19 (–2 Dex, +15 natural, –4 size)
hp 115 (10d10+60)
Fort +3, Ref +1, Will –2
Defensive Abilities hardness 10; Immune construct traits

OFFENSE

Speed 20 ft.
Melee 2 slams +20 (2d6+14 plus grab)
Special Attacks fluid sampling
Space 20 ft.; Reach 25 ft.

STATISTICS

Str 38, Dex 6, Con —, Int —, Wis 1, Cha 1
Base Atk +10; CMB +28 (+32 grapple); CMD 36
SQ construction points (additional attack, grab, metal, reach, slow [–1 CP, –10 ft. speed])

SPECIAL ABILITIES

Fluid Sampling (Ex)

Whenever the archivist mechanism successfully maintains a grapple, it drains samples of the grappled creature’s bodily fluids with its syringed appendages, dealing 1d2 Constitution damage in addition to any action it takes as part of maintaining the grapple.

ABOUT

An animated object is not simply one monster, but a whole category ranging from Tiny to Colossal size, each gaining a number of Construction Points that can be spent to gain additional abilities. Any object can become animated, most commonly via the spell animate objects. Permanent animated objects can be built using the Craft Construct feat. Unless an animated object uses a Construction Point to be made of another material, all animated objects have a hardness of 5, presuming construction primarily of plastic, wood, ceramics, or material of equivalent hardness, and the base attack bonus, saves, damage from its slam attack, and so on typical for a construct of its Hit Dice and size. Animated objects have no ecology and keep no treasure; they are simply magically animated automatons that can be found anywhere.

Table: Sample Animated Objects
Size Sample Object HD CP CR
Tiny Helmet 1d10 1 1/2
Small Chair 2d10+10 1 2
Medium Motorcycle 3d10+20 2 3
Large Statue 4d10+30 3 5
Huge Car 7d10+40 4 7
Gargantuan Tank 10d10+60 5 9
Colossal Small Building 13d10+80 6 11

Construction Points

Animated objects have a number of Construction Points (CP) used to purchase abilities and defenses in addition to those presented above. If an animated object spends more CP than its size category would allow, its CR increases by 1 (minimum of +1) for every 2 additional CP spent.

  • Additional Attack (Ex, 1 CP): Gains an additional slam attack.
  • Additional Natural Attack (Ex, 1 CP): The object gains an additional natural attack. The object must have an appropriate appendage or part for the natural attack.
  • Additional Movement (Ex, 1 CP): Gains a new mode of movement (burrow, climb, fly [clumsy], or swim) at a speed equal to its base speed.
  • Augmented Critical (Ex, 1 CP): Increase the threat range for the Animated Object’s melee attacks by 1 or the threat multiplier by 1. This cannot combine with itself or with the piercing attack or slashing attack object abilities.
  • Burn (Ex, 1 CP): The object gains the burn (1d6) special attack with its slam attacks. This can be applied multiple times. Its effects stack.
  • Constrict (Ex, 1 CP): Gains constrict with its slam attacks (the object must have grab before it can take this ability).
  • Exceptional Reach (Ex, 1 CP): The object gains +5 feet of reach with one melee attack. Increase reach on all attacks for an additional +1 CP.
  • Faster (Ex, 1 CP): One of the object’s movement modes increases by +10 ft.
  • Grab (Ex, 1 CP): Gains grab special attack with slam attacks.
  • Improved Attack (Ex, 1 CP): All the Animated Object’s melee or ranged attacks do damage as though it were one size category larger. A crafter must purchase Improved Attack separately for melee and ranged attacks.
  • Metal (Ex, 2 CP): The object is made of common metal. Its hardness increases to 10, and it gains a +2 increase to its natural armor bonus. Mithral objects cost 4 CP, and gain hardness 15 plus a +4 increase to natural armor. Adamantine objects cost 6 CP, gain hardness 20, and receive a +6 increase to natural armor.
  • Piercing Attack (Ex, 1 CP): Replace one melee attack with an attack that does the same amount of piercing damage and has a ×3 critical multiplier. Replace all melee attacks for an additional +1 CP. Object abilities that specify slam attacks do not work on piercing attacks.
  • Pull (Ex, 1 CP): The object gains a pull (5 feet) special attack with slam attacks (the object must have grab before it can take this ability).
  • Ranged Attack (Ex, 2 CP): Replace one slam attack with a ranged attack. It does the same amount of damage, and has a range of 20 feet. Replace all attacks for an additional +2 CP. Object abilities that specify slam attacks do not work on ranged attacks.
  • Resistance (Ex, 2 CP): The object gains resistance 5 to one type of damage (acid, cold, electricity, or fire) chosen at the time of the object’s creation. This effect can be applied multiple times. Its effects do not stack; each time it is applied, it applies to a different type of damage.
  • Slashing Attack (Ex, 1 CP): Replace one slam attack with an attack that does slashing damage and has either a 19–20 threat range (for blade-like attacks) or a ×3 critical multiplier (for axe- or scythelike attacks). Replace all melee attacks for an additional +1 CP. Object abilities that specify slam attacks do not work on slashing attacks.
  • Stone (Ex, 1 CP): The object is made of stone or crystal. Its hardness increases to 8 and it gains a +1 increase to its natural armor bonus.
  • Trample (Ex, 2 CP): The object gains the trample special attack.
  • Trip (Ex, 2 CP): The object gains the trip special ability with one of its slam attacks.

Construction Flaws

Animated objects can gain more CP by applying flaws, which hamper the object but provide additional CP to spend on beneficial abilities. If the CP gained in this way is not spent on beneficial abilities, its CR decreases by 1 for every 2 CP conserved.

  • Brittle (Ex, +1 CP): The object gains vulnerability to cold.
  • Cloth (Ex, +1 CP): The object is made of thick cloth. Its hardness decreases to 0.
  • Clunky (Ex, +1 CP): Treat the object as though it had the staggered special quality.
  • Flammable (Ex, +1 CP): The object gains vulnerability fire.
  • Haunted (Ex, +1 CP): The object is haunted by a malevolent spirit. It takes damage from positive energy as if it were an undead creature and can be detect by detect undead.
  • Slower (Ex, +1 CP): One of the object’s movement modes decreases by – 10 ft.

Alternate Construction Rules

Magic-users can create permanent animated objects in one of two ways, either by using the animate objects spell in conjunction with permanency, or by making use of the Craft Construct feat. Using the Craft Construct feat requires the creator to construct or purchase the object he wishes to animate. He must then spend an amount of gold on reagents—to determine the amount, add the animated object’s HD to its CP, and multiple the total by 1,000. The creator must be of a caster level equal to or higher than the animated object’s Hit Dice.

CONSTRUCTION REQUIREMENTS

CL varies (equal to the animated object’s HD); Price varies (cost of object + [(animated object’s HD + CP) × 1,000])

Feats Craft Construct; Spells animate objects, permanency; Skill optional (determined by object being created; crafting the object reduces its cost); Cost 1/2 pric.

Section 15: Copyright Notice

Mechanical Monsters © 2023, Legendary Games; Authors: Jason Nelson, Tom Phillips, Mike D. Welham, Matt Goodall, Alex Riggs, Matt Daley.

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