Verinan Guardian Construct
A humanoid construct designed to guard and protect
General Info: CR 5
N Medium Construct
Senses: Darkvision 60 ft, low-light vision
AC: 16, touch 13, flat-footed 13 (3 Dex, 3 Natural Armor)
HP: 75 (6d10+20)
Fort: +4, Ref: +7, Will +6
Weakness: Electricity vulnerability
Speed: 30 ft., Climb 20 ft.
Melee: Slam +10 (1d8 plus 5/x2/Bludgeoning)
Melee: Verinan Hammer (see Special Qualities)
Str 20, Dex 16, Con-, Int-, Wis 14, Cha 10
CMB: +12, CMD: 23
Crystalline Body (Ex): This construct’s body is comprised of hardened crystal and highly reflective metal alloy plates that can easily turn aside ray attacks. It gains a deflection bonus of 2 to AC against all ray attacks. Once per day, it can deflect a single ray attack targeting it as if it were using the Deflect Arrows feat.
Tenacious Will (Ex): The construct shows an extreme tenacity in continuing to fight or otherwise perform its assigned duties. Any time the construct is affected by an ongoing effect that allows a Will save, it gains a second Will save one round later to overcome the effect. If this second save is failed, no other attempts are permitted without some form of outside influence.
Combat Maneuverability (Ex): This construct is designed to maneuver quickly and efficiently in combat. It gains a bonus of 2 to all Combat Maneuver checks (CMB only), and does not provoke attacks of opportunity when performing Combat Maneuvers.
Verinan Hammer: This exotic weapon is designed specifically for this construct, though any character who takes the appropriate Exotic Weapon Proficiency feat can use it as well. At it’s most basic the weapon acts as a Masterwork Lucerne Hammer, with the damage and abilities standard to that weapon. As a swift action, however, the haft of the weapon may be retracted, reducing the weapon’s reach and allowing it to be used against enemies adjacent to the wielder. When used like this, the weapon acts as a Masterwork Warhammer. As an added ability, the weapon’s spiked tip is capable of producing an electrical discharge as a ranged touch ray attack with a range of 30 feet. This ability is useable every 1d4+1 rounds and does 1d6 points of electricity damage. For ease of play, the weapon’s various statistics are listed below, adjusted for use by the construct. Characters without the appropriate Exotic Weapon Proficiency may use the weapon as either a Masterwork Lucerne Hammer or Masterwork Warhammer, dependent on whether the haft was extended or retracted when they gained the weapon. Without the feat, a character may not adjust the haft length, nor may they use the weapon’s electrical discharge ability.
Fully Extended Haft: 11 Melee (1d12+8/x2/Bludgeoning or Piercing/Brace, Reach, 2 bonus on combat maneuver checks to sunder medium or heavy armor)
Retracted Haft: 11 Melee (1d8+8/x3/Bludgeoning)
Electricity Ray: 8 Ranged Touch (1d6 electricity/30 ft./recharges in 1d4+1 rounds)