Steel-Predator

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Steel Predator CR 8 XP 4,800

CN Large magical beast (technological)

Init +6; Senses darkvision 60 ft., low-light vision.; Perception +16

DEFENCE HP 125 EAC 20; KAC 25

Fort +12; Ref +12; Will +7

OFFENCE

Speed 40 ft., climb 20 ft., swim 30 ft.

Melee claws +20 (3d4+12 S; critical ~~~) or

bite +20 (3d4+12 P; critical grab)

Space 10 ft.; Reach 10 ft.

Offensive abilities trample

TACTICS

Designed to Hunt and Kill Skittermander. They gain a +4 bonus on Bluff, Culture , Perception, Sense Motive, and Survival checks against Skittermanders Likewise, Gets a +4 bonus on weapon attack and damage rolls against them. They may always make Culture skill checks untrained when attempting to identify activities, leavings, or traces of those creatures.

STATISTICS

Str +4; Dex +6; Con +0; Int +2; Wis +0; Cha +0

Skills Acrobatics +16, Athletics +16, Intimidate +21; Survival +8; Prof:Hunter +8; Stealth +8

Languages Vesk, Skittermander (understand only, not speak)

Other abilities constructed, synthetic; Jet Dash, Dive for Cover, Great Cleave; Trap Sense.

ECOLOGY

The 4 Dexocorp factories in various Vesk colonies used to crank these out by the dozens. But demand dropped off, and they only have one outlet now that deals in parts and spares.

Steel Predators are classic items now, valued by collectors, and rightly feared by Skittermander everywhere.

SPECIAL ABILITIES

Constructed (Ex) For effects targeting creatures by type, synthetic creatures count as both their actual creature type and constructs (whichever type allows an ability to affect them for abilities that affect only one type, and whichever type is worse for abilities that affect both creature types). They receive a +2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep, unless those effects specifically target constructs. In addition, synthetic creatures do not breathe or suffer the normal environmental effects of being in a vacuum.

Synthetic (Ex) The creature is affected by any ability that specifies it functions against androids.

Trample (Ex) As a full action, the creature can move up to its speed and through the space of any creatures that are at least one size smaller than itself. The creature does not need to make an attack roll; each creature whose space it moves through takes damage. A target of a trample can attempt a Reflex save with the listed DC to take half damage; if it attempts the save, it can't make an attack of opportunity against the trampling creature due to the creature's movement. A creature can deal trample damage to a given target only once per round. Guidelines The amount of damage the trample deals should be the same as the creature's standard melee damage.

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