Brass Man (CR 5)
Medium Construct (Fire)
Alignment: Always neutral
Initiative: +0; Senses: Listen +7 and Spot +7
Languages: Cannot speak
AC: 17 (+7 natural), touch 10, flat-footed 17
Hit Dice: 7d10+20 (58 hp)
Fort +2, Ref +2, Will +2
Speed: 20 feet
Space: 5 ft./5 ft.
Base Attack +5; Grapple +11
Attack: Slam +10 melee
Full Attack: 2 slams +10 melee
Damage: Slam 1d6+6 plus 1d6 fire
Special Attacks/Actions: Heat, ignite
Abilities: Str 22, Dex 10, Con -, Int 6, Wis 10, Cha 12
Special Qualities: Construct traits, flatten, immune to fire, vulnerability to cold
Feats: Alertness; Improved Bull Rush; Power Attack; Two-Weapon Fighting
Skills: Listen +7 and Spot +7
Advancement: 8-11 HD (Medium), 12-15 HD (Large), 16-21 HD (Huge)
Organization: Solitary, pair, or patrol (3-12)
A brass man fights with minimal tactics; two or more may attempt to surround or flank an opponent, but that is the depth of their cunning.
Brass men are proficient with all simple and martial weapons, and some powerful creators give their creations magical weaponry. They often wield matched sets of scimitars, maces, or axes. Metal weapons grow hot after three rounds, and inflict an additional 1d6 points of fire damage on a hit. Wooden weapons burn to ashes after six rounds of use.
Heat (Su): After a single round of combat, a brass man's fists glow from internal heat and their powerful blows inflict an additional 1d6 fire damage.
Ignite (Ex): When attacking flammable material with its heated fists or weapons, it may set fire to that material. The target creature is entitled to a DC 14 Reflex save to avoid catching fire. If it does catch fire the flames can be put out as a full-round action. Until the flames are extinguished, the target suffers 1d6 points of fire damage each round.
Flatten (Ex): When a brass man critically hits a target, the victim must make a DC 17 Fortitude save. If the save fails, the target is stunned for one round and knocked prone by the force of the blow.
A creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.