Automaton, Pulverizer (CR 4)
Alignment: Always neutral
Languages: Cannot speak
AC: 21 (+11 natural), touch 10, flat-footed 21
Hit Dice: 5d10+20 (46 hp)
Fort +1, Ref +1, Will +0
Speed: 40 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple +8
Attack: Slam +7 melee
Full Attack: 2 slams +7 melee
Damage: Slam 1d6+5
Special Attacks/Actions: Sonic shriek
Abilities: Str 21, Dex 11, Con -, Int -, Wis 9, Cha 4
Special Qualities: construct traits, unreliable
Advancement: 4-8 HD (Medium-size); 9 HD (Large)
Climate/Terrain: Any land and underground
Organization: Solitary, pair, or team (3-5)
Monster Manual II
Sonic Shriek (Ex): Once per round as a standard action, a pulverizer can loose a cone of sonic energy 30 feet long. Everything within the cone takes 1d8 points of sonic damage. In addition, every creature within the cone that fails a Fortitude save (DC 13) is stunned for 1 round. (This value incorporates a +5 racial bonus to the save DC.)
Blindsight (Ex): A pulverizer is blind, but it maneuvers and fights as well as a sighted creature by using sonar, like that of a bat. This ability enables it to discern objects and creatures within 40 feet. The pulverizer usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight. A silence spell negates this ability.
Construct Traits: An automaton 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. An automaton has darkvision (60-foot range).
Unreliable (Ex): The shadow consciousness of an automaton is only quasi-real, like the consciousness of a creation such as a simulacrum. The creature is thus sometimes slow to react to the changing environment around it. At the beginning of each round in which an automaton attempts to act, roll 1d20. On a result of 11 or better, it acts normally; otherwise, it takes no action.
Like golems, automatons are mindless but tenacious combatants. Since they are emotionless in combat, they are not easily provoked. Automatons don't use weapons, even if ordered to do so. Instead, they always strike with their limbs, which are formidable weapons in themselves.
An automaton follows the orders of its creator. The creature can be commanded directly by its creator if the latter is within 60 feet and both visible and audible to the automaton. If uncommanded, an automaton follows its last instruction to the best of its ability, though it returns any attacks directed at it. Typically, the creator gives an automaton a simple set of instructions (such as "Remain in this area and attack all creatures that enter," or "Attack all bipedal creatures you see," or "Ring a gong and attack," or the like) to govern its actions in his or her absence.
When attacking, a lone pulverizer usually looses its sonic shriek, then moves in to use its slam attacks against any foes who are still moving. Teams of these creatures pose a formidable threat on the battlefield, since one or more can hang back and shriek every round while the others close with foes.