Animated Object, Tiny (CR 1/2)
Alignment: Always neutral
Initiative: +2 (Dex); Senses: darkvision 60 ft. and low-light vision
Languages: Cannot speak
AC: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Hit Dice: 1/2d10 (2 hp)
Fort +0, Ref +2, Will -5
Speed: 40 ft. (50 ft. legs, 60 ft. multiple legs, 80 ft. wheels)
Space: 2 1/2 ft./0 ft.
Base Attack +0; Grapple -9
Attack: Slam +1 melee
Full Attack: Slam +1 melee
Damage: Slam 1d3-1
Special Attacks/Actions: see text
Abilities: Str 8, Dex 14, Con -, Int -, Wis 1, Cha 1
Special Qualities: Construct traits, also see text
Climate/Terrain: Any land and underground
Organization: Group (4)
Animated objects fight only as directed by the animator. They follow orders without question and to the best of their abilities. Since they do not need to breathe and never tire, they can be extremely capable minions.
Construct: Immune to mind influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
An animated object can have one or more of the following special abilities, depending on its form.
Blind (Ex): A sheet-like animated object suck as a carpet or tapestry can grapple an opponent up to three sizes larger. The object makes a normal grapple check. If it gets a hold, it wraps itself around the opponent's head, blinding that creature until removed. The blinded creature cannot make Spot, Search, or Track checks and suffers a -6 circumstance penalty to other checks related to perception, such as Listen.
Constrict (Ex): A flexible animated object such as a rope, vine, or rug deals automatic slam damage with a successful grapple check against creatures up to one size larger than itself. An object of at least Large size can make constrict attacks against multiple creatures at once, if they all are at least two sizes smaller than the object and fit under it.
Trample (Ex): An animated object of at least Large size and with a hardness of at least 10 can trample creatures two or more sizes smaller for the object's slam damage. Opponents who do not make attacks of opportunity against the object can attempt Reflex saves (DC 10 + 1/2 object's HD) to halve the damage.
Hardness (Ex): An animated object has the same hardness it had before it was animated (see Attacking Objects).
Improved Speed (Ex): The base speeds given in the statistics block assume that animated objects lurch, rock or slither along. Objects with two legs (statues, ladders) or a similar shape that allows faster movement have a speed bonus of 10 feet. Objects with multiple legs (tables, chairs) have a speed bonus of 20 feet. Wheeled objects gain a speed bonus of 40 feet.
Objects might have additional modes of movement. A wooden object can float and has a swim speed equal to half its land speed. A rope or similar sinuous object has a climb speed equal to half its land speed. A sheet-like object can fly (clumsy maneuverability) at half its normal speed.