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From Pathfinder Adventure Path: Hellbreakers, which isn't enabled.

Aurocan

CREATURE 8

One can predict what foes are on the battlefield by how they sound. Foot soldiers clang weapons on shields as they march. Cavalry is marked by a rapid drumbeat of hooves. Armies with great monsters under their command don't try to silence their hair-raising screeches.

No sound prompts as much caution as the steady clicking of gears and hiss of billowing steam, for the only thing that accompanies that chorus is an aurocan: a mechanical creature created in the shape of a massive six-legged bull prone to exploding when destroyed. The aurocan's greatest strength is how its head can detach from its body to rain down scalding steam from above.


Perception +16; darkvision
Skills Athletics +18
Str +6, Dex +3, Con +4, Int -5, Wis +1, Cha -4
Wind-Up

24 hours, Disable a Device, standby


For a clockwork to act, it must be wound with a unique key by another creature. This takes 1 minute. Once wound, it remains operational for the listed amount of time, usually 24 hours, after which time it becomes unaware of its surroundings and can't act until it's wound again. Some clockworks' abilities require them to spend some of their remaining operational time. They can't spend more than they have and shut down immediately once they have 0 time remaining. If it's unclear when a clockwork was last wound, most clockwork keepers wind all their clockworks at a set time, typically 8 a.m.

A creature can attempt to Disable a Device to wind a clockwork down (with a DC listed in the wind-up entry). For each success, the clockwork loses 1 hour of operational time (or 2 hours on a critical success). This can be done even if the clockwork is in standby mode.

A clockwork that lists standby in its wind-up entry has the following action.

Enter Standby 3 The clockwork enters standby mode. Its operational time doesn't decrease in standby, but it can sense its surroundings (with a –2 circumstance penalty to Perception). It can't act, with one exception: when it perceives a creature, it can exit standby as a reaction (rolling initiative if appropriate).


AC 25; Fort +19, Ref +15, Will +13
HP 135; Immunities fire; Weaknesses orichalcum 10, electricity 10; Resistances physical 5 (except orichalcum, or adamantine)
Explosive End (fire)
Trigger The aurocan drops to 0 HP

Effect The aurocan detonates. Every creature in a 30-foot emanation takes 3d12 bludgeoning plus 3d8 fire damage (DC 23 basic Reflex save). On a critical failure, a creature is also knocked Prone.

Speed 40 feet
Melee Hoof +18 (forceful, magical), Damage 2d8+10 bludgeoning
Melee Horn +18 (magical), Damage 2d10+10 piercing
Blistering Touch (fire)

The aurocan funnels some of the steam powering it into its body, heating up its metal frame. For the next minute, its melee Strikes deal an additional 1d6 fire damage.

Head of Steam (fire, magical)
Requirements The aurocan has used Blistering Touch within the past 2 rounds, and its head is attached

Effect The aurocan expels a cloud of steam as its head detaches. The head occupies a 5-foot square and has a fly Speed of 15 feet. As part of this action, and every time the aurocan Sustains it on a subsequent round, the head can Fly up to its Speed, blasting steam directly downward as it moves. Each creature whose space it passes no more than 5 feet above during its flight takes 4d6 fire damage (DC 26 basic Reflex save). On a failed save, a creature is also Dazzled by the steam for 1 round (or Blinded on a critical failure).

While its head is detached, the aurocan can't make horn Strikes, but it can perform all other actions normally. The head has an AC of 27, Hardness 10, and the same saving throws, immunities, weaknesses, and resistances as the aurocan. If the head takes 20 damage in a single attack, it falls to the ground broken, and the aurocan is Off-Guard for 1 round. If the head reenters the aurocan's space, it reattaches.

Trample

Large or smaller, hoof, DC 26 basic Reflex


The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).

Pathfinder Adventure Path: HellbreakersORC