Clockwork Horror, Platinum (CR 7)
Alignment: Always lawful evil
Initiative: +3 (Dex)
Languages: Cannot speak
AC: 25 (+1 size, +3 Dex, +11 natural), touch 14, flat-footed 22
Hit Dice: 12d10+10 (76 hp)
Fort +4, Ref +7, Will +9
Speed: 40 ft.
Space: 5 ft./5 ft.
Base Attack +9; Grapple +8
Attack: Razor saw +13 melee
Full Attack: Razor saw +13 melee
Damage: Razor saw 1d12+4
Special Attacks/Actions: Lightning bolt
Abilities: Str 16, Dex 17, Con -, Int 13, Wis 20, Cha 15
Special Qualities: Construct traits, electricity immunity, linked mind, spell vulnerability, SR 20
Feats: Cleave; Combat Reflexes; Great Cleave; Improved Sunder; Power Attack
Skills: Climb +18 and Hide +22
Climate/Terrain: Any land and underground
Organization: Series (1 plus 1-2 gold horrors and 4-16 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.
In combat, platinum horrors fire lightning bolts at opponents before closing with them. In melee, they use their razor saws to sunder the weapons and armor of their enemies. Against magic weapons and items, a platinum horror's razor saw functions as a +3 weapon.
Lightning Bolt (Sp): A platinum horror's lightning bolt ability produces more powerful lightning bolts than the gold horror can emit. Once every 2 rounds, the platinum horror can fire a lightning bolt 5 feet wide and 80 feet long, dealing 12d6 points of electricity damage. A successful Reflex save (DC 15) halves the damage.
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.