Bogun (CR 1)

Tiny Construct
Alignment: Always neutral (same as the cr
Initiative: +3 (Dex)
Languages: telepathy with its creator, 1,100 ft.


AC: 15 (+2 size, +3 Dex), touch 15, flat-footed 12
Hit Dice: 2d10 (11 hp)
Fort +0, Ref +3, Will +1
Speed: 20 ft., fly 50 ft. (good)
Space: 2 1/2 ft./0 ft.
Base Attack +1; Grapple -9
Attack: Nettles +1 melee
Full Attack: Nettles +1 melee
Damage: Nettles 1d4-2 plus poison
Special Attacks/Actions: Poison
Abilities: Str 7, Dex 16, Con -, Int 8, Wis 13, Cha 11
Special Qualities: Construct traits
Feats: Track
Skills: Survival +6
Advancement: 3-6 HD (Tiny)
Climate/Terrain: Any land (typically forest)
Organization: Solitary
Treasure: None

Source: Monster Manual II

Combat

A bogun has very little offensive capability, since its primary purpose is to carry out small tasks. Nevertheless, it is capable of attacking, either on the command of its creator or in self-defense.

A bogun usually tries to flee from combat. If it is prevented from escaping, it attacks by raking opponents with its poisonous nettles.

Poison (Ex): A bogun's nettles deliver an irritating poison (Fortitude save DC 11) with each successful attack. The initial and secondary damage is the same (1d6 points of Dexterity damage). The creator of a bogun is immune to its poison.

Construct Traits: A bogun is immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. The creature is not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage.

Although it is made of vegetable matter, a bogun is not a plant and is therefore not subject to spells that affect only plants or plant creatures. It cannot heal itself but can be healed through repair. It cannot be raised or resurrected. A bogun has dark-vision (60-foot range).