Mechanatrix (CR 1/2)

Medium Outsider
Alignment: Usually lawful neutral
Initiative: -1 (Dex); Senses: Listen +4 and Spot +6


AC: 18 (-1 Dex, +6 banded mail, +2 large steel shield, +1 natural), touch 9, flat-footed 18
Hit Dice: 1d8+1 (5 hp)
Fort +5, Ref +1, Will +2
Speed: 20 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple +1
Attack: Battleaxe +1 melee
Full Attack: Battleaxe +1 melee
Damage: Battleaxe 1d8
Special Attacks: Shockin grasp
Abilities: Str 10, Dex 8, Con 13, Int 13, Wis 10, Cha 9
Special Qualities: Cold resistance 5, electricity healing, fire resistance 5, outsider traits
Feats: Great Fortitude
Skills: Craft (any three) +5, Knowledge (any one) +5, Knowledge (architecture and engineering) +5, Listen +4, Profession (siege engineer) +9, Search +5, and Spot +6
Advancement: By character class
Climate/Terrain: Any land and underground
Organization: Solitary or team (2-4)
Treasure/Possessions: Standard

Source: Fiend Folio

Creatures that can trace their bloodlines back to an outsider are called "planetouched." Because of their outsider heritage, planetouched have some unusual characteristics, and these qualities appear in descendants of the original planetouched creature for several generations. Though the maeluth, mechanatrix, shyft, and wispling share characteristics among themselves, they tend to adopt the cultural beliefs that they are born into.

Mechanatrixes are planetouched who can trace their ancestry to one of the bizarre clockwork beings that reside on the plane of Mechanus.

Mechanatrixes are mostly human in appearance, but they have one or more mechanical or inorganic features. Most mechanatrixes have smooth skin with a faint metallic sheen. They behave with cold rationality and have a no-nonsense attitude toward life.

As befitting their nature, mechanatrixes have an affinity for mechanical objects of all kinds. They have an innate understanding of engineering and all sorts of crafts. The more martial-minded mechanatrixes become excellent siege engineers.

Like other planetouched beings, mechanatrixes never quite fit into any society. Most human societies shun them, while those from the plane of Mechanus believe them to be tainted and impure. As a result, they are often loners, but they are rarely bothered by this lack of social contact.

Most mechanatrixes are firm believers in law and do whatever they can to fight chaos and bring order to tumultuous areas.

Combat

Despite their prowess, mechanatrixes prefer to avoid combat since they see it as destructive and wasteful. However, when they are forced to fight, they attack with shrewd tactics.

Mechanatrixes are not only immune to electricity, but they are actually healed by it. Because of this, they actively goad an opponent that uses any electricity attack.

Shocking Grasp (Sp): A mechanatrix can use shocking grasp once per day as cast by a sorcerer of 1st level or the mechanatrix's character level, whichever is higher.

Electricity Healing (Ex): Because of a mechanatrix's electricity affinity, any electricity attack directed at it cures 1 point of damage for each 3 points of damage it would otherwise deal. The mechanatrix gets no saving throw against electricity effects.

Skills: Mechanatrixes have a +2 racial bonus on Spot checks and a +4 racial bonus on Knowledge (architecture and engineering) checks.

Outsider Traits: Planetouched have darkvision (60-foot range), and they cannot be raised or resurrected (though a wish or miracle spell can restore life)

Mechanatrix Characters

A mechanatrix's favored class is fighter. Mechanatrixes that don't adventure are more likely to be experts than commoners.