Heavy Warstrider, CR 15
LN Colossal Construct
Init +0, Senses: Darkvision 120ft, Blindsense 60ft;
Feats:
Power Attack,
Cleave,
Great Cleave,
Point-Blank Shot,
Far Shot,
Precise Shot,
Bullseye Shot,
Weapon Focus (Steam Cannon),
Anatomical Savant (Steam Cannon),
Signature Skill (Spot)
Defense
HP: 195 (20d10 + 80)
AC: 31 (10 + 0 DEX + 25 NA - 4 Size)
DR 15/Adamantine and Magic
Fort +6 Reflex +6 Will +8
Immune construct traits, magic
Spell-Like Abilities (CL 15th)
Constant - Ant Haul, Spider Climb
3/day - Energy Siege Shot
Offense
Speed 40ft
Full Attack: Slam +31/+31/+31 (2d8 + 28)
Ranged: 2x Steam Cannon; ATK +16; DMG 10d10; Crit 20/x4; Range Increment 400 ft.
Special: 2x Advanced Launcher, Multishot
Space 30 ft.; Reach 15 ft.
Breath Weapon: 120 ft cone, 16d6 Fire, DC 23 Reflex for half.
Statistics:
STR 50 DEX 10 CON -- INT 10, WIS 14, CHA 16
Base Atk/Grapple: +15/+42
Languages: Westerosi Common, High Valyrian, Draconic
Skills: Knowledge (Siegecraft) +20, Spot +20
Special Abilities:
Immunity to Magic (Ex): A Warstrider is immune to spells or spell-like abilities that allow spell resistance. Certain spells and effects function differently against it, as noted below.
A magical attack that deals cold damage slows the Warstrider down as the Slow spell for 3 rounds without a save.
A magical attack that deals fire damage breaks any slow effect on the Warstrider and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the Warstrider to exceed its full normal hit points, it gains any excess as temporary hit points. A Warstrider may have up to 50 temporary hit points at a time, and they last for one hour. A Warstrider gets no saving throw against fire effects.
Steam Cannon (Ex): Using supercritical water, this cannon shoots super-sonic steel projectiles, or a variety of alchemical payloads. Each shot with the Steam Cannon requires one unit of water, with the Warstrider being able to hold 40 units. Every round, the Warstrider regenerates one point of water, as long as it can hold more.
Advanced Launcher with Magazine of Holding (Su):
This launcher has a significantly increased range compared to the basic model and uses a Magazine of Holding to store up to 250 pounds (113 kg) of ammunition. / Damage (4d6 per Steel Bolt or Special), Range: 800 feet (243m). Special: Explosives, Alchemist's Fire, Liquid Ice, or Sultan's Tribute
Multishot (Ex):
As a Full Round Action, the Warstrider can fire all it's ranged weapons at once. The weapons do not need to be fired at the same target and each shot is treated as a single attack with the respective weapon. Should both Steam Cannons be fired at different targets though, both attack rolls suffer a -5 penalty.
Construction
Requirements: Craft Construct, Craft Magical Arms and Armor, Geas;
Materials: 2x Advanced Launcher with Magazine of Holding (4,900 IM), 2x Steam Cannon and water supply system (9,000 IM), enchanting materials worth 14,000 IM.