Lindworm, CR 15
Advanced, Lead-Clad, Commando Construct, Soulforged Necrocraft
Corpsecrafted, Bolstered Resistance
Cost 3,920 IM
NE Medium
Undead
Init +6;
Senses darkvision 60 ft.
DEFENSE
AC 27,
touch 12,
flat-footed 27 (+2
Dex, +11
natural, +4 Armor)
HP 168 (12d12 + 24 + 12 + 24 + 30)
Fort +4,
Ref +6,
Will +9
Resistance Turning Resistance 18, Electricity 5
Immune undead traits
OFFENSE
Speed 30 ft., Burrow 30 ft., Fly 30 ft. (Clumsy)
Melee 2x claws +17; 1d4 + 8 + 1d4 Bleed + Paralysis + Poison + Grab
Sneak Attack +6d6
Reach 10 ft.
STATISTICS
Str 27,
Dex 15,
Con —,
Int —,
Wis 12,
Cha 15
Base Atk +9
Feats Toughness B,
Flensing Strike,
Fly-By Attack,
Ability Focus (Paralysis),
Death From Above
SQ Construction Points (additional movement [Burrow, Fly], Grab, Constrict, Blade Fists, Faster, Paralysis, Rotting Flesh, Metal Armor), Sneak Attack +6d6, Reach
Paralysis (Su):
Natural Attacks gain the
paralysis ability (1d4+1 rounds, DC 20).
Rotting Flesh (Ex): Poison - injury; save Fort DC 21; frequency 1/round for 2 rounds; effect 1d3 Constitution damage; cure 1 save.
Energized Alacrity (Su)
Once per minute as a
swift action, a commando construct can draw power from special energizing transmitters attached to its body. When doing so, the commando construct gains a +30-foot bonus to all of its speeds for 1 round. Additionally, when making a full attack during this round, the commando construct can move up to its speed either before or after it attacks. This movement provokes
attacks of opportunity as normal.
Tactical Awareness (Ex)
A commando construct gains a +2 bonus on
initiative checks. This bonus increases by 1 for every 5 HD the commando construct has (to a maximum of +6 at 20 HD). Additionally, a commando construct is never considered an unaware combatant and is always able to act in the
surprise round. A commando construct is still
flat-footed in the
surprise round until it acts.
Divination Immunity (Ex)
A lead-clad creature is immune to
divination spells and effects cast to derive information about it.
Detect magic,
detect poison,
detect thoughts, and detect alignment spells fail to reveal any information about the lead-clad creature or the objects it carries. Furthermore, a lead-clad creature is
invisible and inaudible to
scrying, arcane eyes, and
clairaudience/clairvoyance. Lead-clad creatures and their equipment cannot be located by
discern location, nor can
locate object find objects they carry.