Wire-Spawn
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XP 4,800 CR 8 Copper Wire Spawn
CN Medium construct (magical) soldier
Init +4; Senses darkvision 60 ft., low-light vision, blindsense 60 ft.; Perception +16
EAC 20; KAC 22 Fort +10; Ref +8; Will +9 HP 125
Immunities construct immunities
OFFENCE
Speed 30 ft., climb 15 ft.
Melee slap +19 (3d4+14 B; critical disarm)
Ranged thrown object x3 +16 (3d6+8 P; critical none)
TACTICS
Moves to nearest battery and eats it. Moves to nearest power outlet, sucks it for D6 rounds, then it shorts.
Moves to nearest fiber optic cable, sucks it for D4 rounds, then it dies out.
STATISTICS
Str +6; Dex +4; Con +2; Int -; Wis +0; Cha +0
Skills Acrobatics +16, Athletics +21, Survival +16, Physical Sci +3 Engineering +3
Languages Vercite (read or hear only) Other abilities mindless, unliving
Gear
None really. It is a power eater.
ECOLOGY
See above. Created in lab accidents or summoning misfires.
Text Armor:
Upgrade:
Weapon: personal only.
SOLDIER ABILITIES
Resolve points 2
Soldier abilities
SPECIAL ABILITIES
Attach (Ex) The creature can attempt a special attack against KAC as a standard action. If it succeeds, it deals no damage, but it adheres to its target. Once attached, the creature gains a +4 bonus to its AC (from cover) and a +2 circumstance bonus to melee attacks, but it can attack only the creature to which it is attached. An attached creature can't move (though it moves with its target), take actions that require two hands, or make attacks of opportunity. An attached creature can be removed with a successful Strength check (DC = 10 + 1-1/2 * the creature's CR) made as a move action, or it can remove itself from its target as a move action.
Multiattack (Ex) When making a full attack, the creature can make all the listed attacks, instead of two attacks, at the attack bonuses indicated. It can make the attacks in any order. Guidelines Use the appropriate damage column for the creature's array, and impose a -6 penalty on these attacks instead of a -4 penalty.
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