Hammerer (CR 3)
Alignment: Always neutral
Languages: Cannot speak
AC: 21 (+11 natural), touch 21, flat-footed 21
Hit Dice: 5d10 (27 hp)
Fort +1, Ref +1, Will +0
Speed: 20 ft.
Space: 5 ft./5 ft.
Base Attack +10; Grapple +10
Attack: Hammer-arm +10 melee, pincer-arm +5 melee
Full Attack: Hammer-arm +10 melee, pincer-arm +5 melee
Damage: Hammer-arm 1d8+7, pincer-arm 1d6+7
Special Attacks/Actions: Improved grab
Abilities: Str 24, Dex 10, Con -, Int -, Wis 8, Cha 4
Special Qualities: Construct, unreliable
Advancement: 6-8 HD (Medium-size), 9-15 HD (Large)
Climate/Terrain: Any land and underground
Organization: Solitary or team (2-5)
The hammerer is not built for fancy tactical maneuvers. Thalish commanders point them at the enemy and let them go. The powerful hammer-arm that gives them their name is a nasty piece of business and their favored attack mode. The pincer-arm is used only in special circumstances when capturing enemies is required.
Construct: Immune to mind-influencing effects, poisons, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Improved Grab (Ex): Pincer-arm only.
Unreliable (Ex): The consciousness of the hammer is only quasi-real, similar to creations like the simulacrum. The hammerer is thus sometimes slow to react to the changing environment around it. Each round a hammerer attempts to act, roll a d20. On an 11+ it acts normally. Otherwise, it takes no action.