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PFS StandardNoxious Needler

This construct is a walking alchemical nightmare capable of inflicting all manner of painful wounds. The noxious needlers' ability to follow orders is granted by the otherwise mindless humanoid brain that floats in their dome-like heads, allowing them to serve as laborers and guards for their creators.

In exceptionally rare cases, the brain used in their creation might retain fragments of memories or even an actual intellect, resulting in a noxious needler with a personality and agenda of its own. Unwilling creations often hunt down their creators, venting their rage on similar targets if revenge is impossible. Others blankly replicate the experiments from their last memory.

Recall Knowledge - Construct (Arcana, Crafting): DC 28
Unspecific Lore: DC 26
Specific Lore: DC 23

Elite | Normal | Weak
Proficiency without Level

Noxious NeedlerCreature 9

Uncommon Large Alchemical Construct Mindless 
Source Monster Core pg. 242
Perception +15; darkvision
Skills Athletics +22
Str +6, Dex +4, Con +3, Int -5, Wis +0, Cha -5
AC 27; Fort +20, Ref +19, Will +15
HP 150; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void; Resistances physical 10 (except adamantine or bludgeoning), spells 10 (except sonic)
Alchemical Chambers A noxious needler's body contains six alchemical chambers filled with different substances. When a noxious needler's ability calls upon a randomly determined alchemical effect, roll 1d6 and consult the following (if you roll the result of a chamber that was shattered, there is no alchemical effect): 1 acid damage; 2 cold damage; 3 electricity damage; 4 fire damage; 5 poison damage; 6 sickness, with a DC 26 Fortitude save or sickened 1 (sickened 2 on a critical failure).Alchemical Rupture When a noxious needler takes physical damage from a critical hit or is affected by a shatter spell, one glass chamber within its body shatters, spewing alchemical liquid in a 5-foot emanation. Roll on the alchemical chambers list (see above) to determine which one shatters—on a roll of 1–5, creatures in the area take 10d6 damage of the appropriate type (DC 28 basic Reflex). On a roll of 6, creatures must instead save against the sickness effect.
Speed 25 feet
Melee [one-action] syringe +22 [+17/+12] (magical, reach 10 feet), Damage 2d10+6 piercing plus alchemical injectionRanged [one-action] bomb +20 [+15/+10] (magical, thrown 20 feet), Effect see Generate BombAlchemical Injection When a noxious needler hits a creature with a syringe Strike, roll 1d6 on the alchemical chambers list to determine the additional effect of the attack. The syringe deals an additional 2d6 damage of the appropriate type (or exposes the target to the sickness effect, as appropriate).Generate Bomb [one-action] (manipulate) The needler fills an empty vial from one of its alchemical chambers to create a bomb and then makes a bomb Strike. Roll 1d6 on the alchemical chambers list above. On a roll of 1–5, the bomb deals 3d10 damage and 3 splash damage, matching the damage type of the chamber; you can instead choose to create an alchemical bomb of 11th level or lower that deals the same damage type, such as an acid flask on a roll of 1. On a roll of 6, it creates a sickness bomb, which exposes the target and all creatures in the splash radius to the sickness effect; creatures hit by only the splash receive a +2 circumstance bonus to their Fortitude saves.

Sidebar - Treasure and Rewards Alchemical Leftovers

When a noxious needler is defeated or disabled, each of its alchemical chambers that remains intact can be salvaged. The alchemical fluids inside are 50 gp worth of ingredients for crafting alchemical items.