Sir Brightheart

Battle Horror


CR: 10
XP: 4,800
NG Medium construct
Init: 8; Senses: Darkvision 60 ft., low-light vision, see invisibility; Perception +22
AC: 26, touch 14, flat-footed 22 (
10 armor, 4 Dex, +2 natural)
hp: 143 (13 HD); rapid repair
Fort +6, Ref +7, Will +9
DR 10/evil; Immune: Construct traits, spell immunities, acid damage and rusting effects; Resist: Cold 15, Acid 15 , Electricity 15
Speed: 30 ft., air walk 30 ft.
Melee: Mwk greatsword +21/
16/11 (2d69/17-20)
Ranged: Heavy crossbow 17 (1d10/19-20)
Special Attacks: Smite good (
5 atk, 13 dmg), weapon power
Combat Gear: 20 crossbow bolts
Spell-Like Abilities (CL 13th, concentration +18):
Constant – Air walk, see invisibility
At will – Magic missile, Ghost sound
3/day – Blink
1/day – Dimension door
Str 24, Dex 19, Con –, Int 17, Wis 20, Cha 20
Base Atk: +13; CMB: +20; CMD: 34
Feats: Alertness, Cleave, Great Fortitude, Improved Critical (greatsword), Improved Initiative, Toughness, Weapon Focus (greatsword)
Skills: Acrobatics +17, Climb +20, Intimidate +16, Perception +22, Sense Motive +22
Languages: Common, Celestial, one of its ceator’s languages
Environment: Any
Organization: Solitary
Treasure: Standard (
1 full plate)
Created Mind (Ex) Clockwork creatures know nothing when first created, but many are intelligent. On its first day, a clockwork creature functions like any mindless construct, but thereafter its native intelligence comes to the fore, allowing it to reason and improvise. Creators can thus give their clockwork constructs somewhat vague commands and allow them to interpret and act on them, secure in the knowledge that their servants will not act in a way contrary to their desires.
Despite a reasoning intelligence, the clockwork creature remains wholly under the control of its creator and does nothing against that individual’s will. Because of a special bond formed during its first day, the clockwork creature can instinctively detect the location of its creator, regardless of magical and natural barriers, so long as the latter is within 100 feet. This ability prevents anyone from successfully impersonating the creator within that range. If someone resembling its creator issues an order from more than 100 feet away, the clockwork creature might or might not obey, depending on how suspicious it is of the command.
The creator can designate another creature or group of creatures for the clockwork creature to obey, but the creator’s commands always take precedence over those of other designated commanders. If the clockwork creature has an Intelligence score of 3 or higher, it continuously watches designated commanders for signs that they are commanding it against its creator’s intent. Should such a situation occur, the clockwork creature acts loyally instead. A clockwork creature with an Intelligence of 12 or higher automatically knows when its creator is being forced to act against his own wishes through mental control or other coercion, physical or mental. In such a case, the clockwork creature improvises a way to attain its creator’s true goals without allowing harm to come to him. In the absence of any commands from its creator, a clockwork creature follows the last commands it received. If it knows its creator is dead, it attempts to achieve his goals to the best of its ability.
Unnatural Toughness (Ex): A battle horror gains bonus hit points based on its Charisma modifier, as if it were undead.
Rapid Repair (Ex): A helmed horror that rests for 1 full hour regains 1 point of damage, so long as it has at least 1 hit point remaining. Rapid repair does not allow a helmed horror to regrow or reattach lost body parts.
Spell Immunities (Ex): A helmed horror is immune to magic missile. In addition, its maker can give it immunity to three other spells chosen at the moment of its creation. Typical immunities are fireball, lightning bolt, and ice storm.
Everbright (Ex): The Battle Horror never tarnishes and is immune to acid damage and rusting effects. The Battle Horror can flash with a brilliant light twice per day. When it is activated, all creatures within 20 feet of are blinded for 1 round (Reflex DC 14 negates).
Smite Evil 1/day as a swift action (the Battle Horror adds its Cha bonus to attack rolls, and a damage bonus equal to its HD against evil foes; smite persists until the target is dead or the Battle Horror rests).
Weapon Power (Su): The magic that creates a helmed horror endows it with the ability to imbue a melee weapon it is holding with a magical power. The effect comes from the helmed horror, not the weapon, and can be called forth as a free action. Roll 1d10 each time this ability is activated and consult the following table to determine the special ability granted.
d10 Roll Ability
1-3 None
4 Flaming
5 Flaming burst
6 Frost
7 Shock
8 Shocking burst
9 Speed
10 Thundering


Sir Brightheart

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