Clockwork Horror, Adamantine (CR 9)
Alignment: Always lawful evil
Initiative: +8 (Dex)
Languages: Cannot speak
AC: 28 (+1 size, +4 Dex, +13 natural), touch 15, flat-footed 24
Hit Dice: 16d10+10 (98 hp)
Fort +5, Ref +9, Will +12
Speed: 50 ft.
Space: 5 ft./5 ft.
Base Attack +12; Grapple +13
Attack: Razor saw +18 melee
Full Attack: Razor saw +18 melee
Damage: Razor saw 2d10+7
Special Attacks/Actions: Spell-like abilities
Abilities: Str 20, Dex 19, Con -, Int 17, Wis 24, Cha 21
Special Qualities: Construct traits, electricity immunity, linked mind, spell vulnerability, SR 22
Feats: Cleave; Combat Reflexes; Great Cleave; Improved Initiative; Improved Sunder; Power Attack
Skills: Balance +23, Climb +24, Hide +27, and Move Silently +23
Climate/Terrain: Any land and underground
Organization: Assembly (1 plus 1-2 platinum horrors, 3-4 gold horrors, and 5-20 electrum horrors)
Treasure: 50% coins, 50% goods (gems only)
Monster Manual II
Clockwork horrors attack their foes with calculated, merciless precision. Lesser horrors unswervingly follow the orders of their superiors, fighting to the death if so commanded. In battle, clockwork horrors swarm around foes and whittle away at them while calling for reinforcements. A clockwork horror's weaponry is a part of its being, so it cannot be disarmed. When it dies, the gem in its brow disintegrates, and its body fuses into a mass of melted metal.
An adamantine horror devastates foes with its spell-like abilities from afar. In melee, it slashes through its enemies with its razor saw. Against magic weapons and items, an adamantine horror's razor saw functions as a +5 weapon.
Spell-Like Abilities: At will - disintegrate, implosion, Mordenkainen's disjunction. Caster level 14th; save DC 15 + spell level.
Construct Traits: A clockwork horror 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. It cannot heal itself but can be healed through repair It cannot be raised or resurrected. A clockwork horror has darkvision (60-foot range).
Linked Mind (Ex): All clockwork horrors within 10 miles of a gold, platinum, or adamantine horror are in constant communication. If one is aware of a particular danger, they all are. If one in a particular group is not flat-footed none, of them are. No clockwork horror in such a group is considered flanked unless they all are.
Spell Vulnerability (Ex): A clockwork horror is susceptible to the shatter spell, which blinds it for 1d4+1 rounds.