Synthetic Khismar (5-6)
CREATURE 6 +12; darkvision
Common, Fey, Gnomish, Hallit
Acrobatics +10, Athletics +15, Deception +10, Intimidation +12, Technology Lore +13
Str +5, Dex +2, Con +4, Int +1, Wis +2, Cha +0
AC 24 (20 when broken, construct armor); Fort +16, Ref +10, Will +14
HP 70; Immunities mental
Construct Armor (Hardness 10)
Like normal objects, Synthetic Khismar has Hardness. This Hardness reduces any damage he takes by an amount equal to his Hardness. Once Synthetic Khismar is reduced to fewer than half his Hit Points, or immediately upon being damaged by a critical hit, his construct armor breaks and his AC is reduced to 20.
Overcharge
Synthetic Khismar takes electricity damage
Synthetic Khismar gains resistance 20 to electricity against the triggering attack and becomes Quickened for 1d4 rounds.
30 feet
Melee Storm-fist +17 (forceful, unarmed), Damage 2d6+5 bludgeoning plus 1d6 electricity
Ranged Electrical Discharge +12 (range increment 30 feet), Damage 4d6 electricity
plus Stunned 1
Programmed Combo
Self-Destruct
Synthetic Khismar has 20 HP or fewer
Synthetic Khismar explodes in a ball of burning plasma, destroying himself completely and dealing 8d6 electricity damage to all creatures within 10-foot emanation (DC 24 basic Reflex)
Synthetic Khismar automatically activates this ability as a free action when brought to 0 Hit Points.
Technology Control (concentrate)
once per turn
Range 100 feet
Synthetic Khismar chooses the target of one technological construct or hazard; if this would cause the technological construct or hazard to attack a creature it would not normally attack, it takes a -2 circumstance penalty to its attack rolls and DCs against that creature.
Effect: Technology Control
Pathfinder Society Scenario #1-24: Lightning Strikes, Stars FallOGL