Living Catapult (CR 9)
Alignment: Always neutral
Initiative: -1 (Dex)
Languages: Cannot speak
AC: 22 (-2 size, -1 Dex, +15 natural), touch 7, flat-footed 22
Hit Dice: 16d10 (88 hp); DR: 15/magic
Fort +5, Ref +4, Will +4
Speed: 20 ft.
Space: 20 ft./10 ft.
Base Attack +12; Grapple +16
Attack: Slam +20 melee; boulder +15 ranged
Full Attack: Slam +20 melee; boulder +15 ranged
Damage: Slam 2d6+15; boulder 5d6+10
Special Attacks/Actions: Launch boulder, Trample
Abilities: Str 30, Dex 8, Con -, Int -, Wis 9, Cha 10 (Ego: 1)
Special Qualities: Construct, magic immunity
Advancement: 17-32 (Gargantuan), 33-48 HD (Colossal)
Climate/Terrain: Any land
Organization: Solitary or gang (2-5)
Living catapults are normally set up to attack foes from afar but when enemies get too close, they attempt to run them down or smash them.
Launch Boulder (Ex): As a standard action, a living catapult can pick up a boulder weighing 60 to 80 pounds (Medium-size object) with its launching arm and hurl it as a ranged weapon with a 200-foot range increment.
Trample (Ex): As a standard action during its turn each round, the creature can literally run over an opponent at least one size category smaller than itself. The trample deals 3d12+5 bludgeoning damage. A trampled opponent can either attempt attacks of opportunity at a -4 penalty or make a Reflex save (DC 28) for half damage.
Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Magic Immunity (Ex): Living catapults completely resist most magical and supernatural effects, except as follows: Warp wood or wood shape spells cause 2d8 points of damage and hold the living catapult immobile for 1 round. Fire effects cause damage normally.