Battle Horror (CR 12)

Medium Construct
Alignment: Usually lawful evil
Initiative: +6 (+2 Dex, +4 Improved Initiative); Senses: Listen +20 and Spot +21
Languages: Cannot speak


AC: 28 (+2 Dex, +3 deflection, +13 [+5 full plate armor]), touch 15, flat-footed 26
Hit Dice: 20d10+20 (130 hp)
Fort +6, Ref +8, Will +11
Speed: 40 ft., air walk 40 ft.
Space: 5 ft./5 ft.
Base Attack +15; Grapple +23
Attack: Masterwork greatsword +25 melee or heavy crossbow +17 ranged
Full Attack: Masterwork greatsword +25/+20/+15 melee or heavy crossbow +17 ranged
Damage: Masterwork greatsword +2d6+12/17-20, or heavy crossbow 1d10/19-20
Special Attacks/Actions: Spell-like abilities
Abilities: Str 26, Dex 15, Con -, Int 13, Wis 16, Cha 16
Special Qualities: Air walk, construct traits, immunity to magic missile, rapid repair, spell immunities, weapon power
Feats: Cleave; Great Fortitude; Improved Critical (greatsword); Improved Initiative; Power Attack; Toughness; Weapon Focus (greatsword)
Skills: Diplomacy +5, Listen +20, Search +18, Sense Motive +20, Spot +21, and Survival +3 (+5 following tracks)
Advancement: 21-30 HD (Medium)
Climate/Terrain: Any
Organization: Solitary
Treasure: 1/10 coins; standard goods; standard items

Source: Lost Empires of Faerûn

Combat

Battle horrors wade into combat without great heed to personal safety, relying on their innate toughness and mobility to carry them. Many battle horrors are found near trapped corridors and rooms, where pressure plates await land-bound combatants. Battle horrors can also be found posted near the ceilings of rooms and in other high elevations; few opponents expect something so cumbersome as a construct to be lurking in the rafters.

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.

Hardness (Ex): Battle horrors have a hardness of 10. This functions like the hardness of animated objects or the subject of a statue spell.

Luminous (Ex): The magical energy that powers a battle horror and gives it form produces light to a radius of 40 feet.

See Invisibility (Su): Battle horrors see invisible objects and beings naturally, as if they always benefited from the see invisibility spell.

Weapon Power (Su): A battle horror is created with the ability to imbue any melee or ranged weapon it wields with magic qualities. The magical properties operate only so long as the weapon remains in the battle horror's grasp. The battle horror's creator designs the construct with the properties the battle horror can imbue in its weapons at the time of creation. For a melee weapon, these properties can be any magic weapon special ability or combination of abilities of up to +4 enhancement chosen from Table 8-15: Melee Weapon Special Abilities in the DUNGEON MASTER'S Guide. For a ranged weapon, these properties can be any magic weapon special ability or combination of abilities of up to +4 enhancement chosen from Table 8-16: Ranged Weapon Special Abilities in the DUNGEON MASTER'S Guide.