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From Pathfinder Adventure Path: Bastion of Blasphemies, which isn't enabled.

Junth Rundel

CREATURE 9

Variant noxious needler

This construct is a walking alchemical nightmare capable of inflicting all manner of painful wounds. The noxious needlers' ability to follow orders is granted by the otherwise mindless humanoid brain that floats in their dome-like heads, allowing them to serve as laborers and guards for their creators.

In exceptionally rare cases, the brain used in their creation might retain fragments of memories or even an actual intellect, resulting in a noxious needler with a personality and agenda of its own. Unwilling creations often hunt down their creators, venting their rage on similar targets if revenge is impossible. Others blankly replicate the experiments from their last memory


Perception +15; darkvision
Skills Athletics +22
Str +6, Dex +4, Con +3, Int +4, Wis +0, Cha +0

AC 27; Fort +20, Ref +19, Will +15
HP 150; Resistances physical 10 (except adamantine, or bludgeoning), spells 10 (except sonic)
Alchemical Chambers

A noxious needler's body contains six alchemical chambers filled with different substances. When a noxious needler's ability calls upon a randomly determined alchemical effect, roll 1d6 and consult the following (if you roll the result of a chamber that was shattered, there is no alchemical effect):

1d6Alchemical Effect
1

Acid Damage

2Cold Damage
3Electricity Damage
4Fire Damage
5Poison Damage
6Sickness: DC 26 Fortitude save or Sickened 1 (Sickened 2 on a critical failure)
Alchemical Rupture

When a noxious needler takes physical damage from a critical hit or is affected by a shatter spell, one glass chamber within its body shatters, spewing alchemical liquid in a 5-foot emanation. Roll on the alchemical chambers list to determine which one shatters—on a roll of 1–5, creatures in the area take 10d6 damage of the appropriate type (DC 28 basic Reflex). On a roll of 6, creatures must instead save against the sickness effect.

1d6Alchemical Effect
1

10d6 acid damage DC 28 basic Reflex

210d6 cold damage DC 28 basic Reflex
310d6 electricity damage DC 28 basic Reflex
410d6 fire damage DC 28 basic Reflex
510d6 poison damage DC 28 basic Reflex
6Sickness: DC 26 Fortitude save or Sickened 1 (Sickened 2 on a critical failure)

Speed 25 feet
Melee Syringe +22 (magical, reach 10), Damage 2d10+6 piercing plus Alchemical Injection
Melee Blood Siphon +20 (magical, tethered, thrown 10), Damage 1d4+6 piercing plus Attach Siphon
Alchemical Injection

When a noxious needler hits a creature with a syringe Strike, roll 1d6 on the alchemical chambers list to determine the additional effect of the attack. The syringe deals an additional 2d6 damage of the appropriate type (or exposes the target to the sickness effect, as appropriate).

1d6Alchemical Effect
1

2d6 acid damage

22d6 cold damage
32d6 electricity damage
42d6 fire damage
52d6 poison damage
6Sickness: DC 26 Fortitude save or Sickened 1 (Sickened 2 on a critical failure)
Attach Siphon

A creature that takes any damage from a blood siphon Strike must attempt a DC 28 Reflex save. On a failure, the siphon attaches to the creature. It's attached to Junth by a long length of flexible leather hose, so if he misses with a blood siphon he can retract it as an Interact action. The tether can also be severed (AC 27, Hardness 10, 10 HP), and the creature to which it has been attached can Escape.

Siphon Blood
Requirements Junth has a blood siphon attached to a target creature
Frequency once per round

Effect Junth drains blood from the target creature, dealing 5d6 bleed damage. Unlike most bleed damage, this isn't persistent damage. A creature that takes any of this bleed damage must also attempt a DC 28 Fortitude save.

Critical Success The creature takes no damage.

Success The creature takes half damage.

Failure The creature takes full damage and becomes Enfeebled 1 for 1 hour.

Critical Failure The creature takes full damage, becomes Enfeebled 2 for 1 hour, and becomes Drained 1. If the creature is already drained, it instead increases the value of its drained condition by 1.

Pathfinder Adventure Path: Bastion of BlasphemiesORC