Fleshpriest

Medium Construct
Hit Dice: 7d10+20 (58 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 18 (+4 Dex, +4 natural), touch 14, flat-footed 14
Base Attack/Grapple: +5/+8
Attack: Slam +8 melee (1d6+3)
Full Attack: 2 slams +8 melee (1d6+3), or by weapon.
Space/Reach: 5 ft./5 ft.
Special Attacks: –
Special Qualities: Construct traits, low-light vision, darkvision 60 ft., cold immunity, immunity to magic, acid and fire resistance 10
Saves: Fort +2, Ref +6, Will +4
Abilities: Str 16, Dex 18, Con –, Int 11, Wis 14, Cha 10
Skills: Craft (any) +6, Diplomacy +4, Listen +9, Profession (any) +8, Spot +9
Feats: Alertness, Skill Focus (Craft), Skill Focus (Profession)
Environment: Unique to the Barrier Peaks
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: –
Level Adjustment: –

Different Fleshpriest models may have different ability scores or skill and feats packages, depending on their function. Special instructional models may have programming that will give them the equivalent of character classes.
Immunity to Magic (Ex): An Fleshpriest is only affected by spells or spell-like abilities that can affect objects. Fleshpriests are susceptible to the heat metal spell.
Fire Vulnerability (Ex): If an Fleshpriest is completely immersed in water for 3 rounds, it will short-circuit.

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