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Aurocan

One can predict what foes are on the battlefield by how they sound. Foot soldiers clang weapons on shields as they march. Cavalry is marked by a rapid drumbeat of hooves. Armies with great monsters under their command don't try to silence their hair-raising screeches.

No sound prompts as much caution as the steady clicking of gears and hiss of billowing steam, for the only thing that accompanies that chorus is an aurocan: a mechanical creature created in the shape of a massive six-legged bull prone to exploding when destroyed. The aurocan's greatest strength is how its head can detach from its body to rain down scalding steam from above.

Elite | Normal | Weak
Proficiency without Level

AurocanCreature 8

Uncommon Huge Clockwork Construct Mindless 
Source Pathfinder #222: Hellbreakers pg. 223
Recall Knowledge DC 26 (includes +2 from Uncommon) • Construct (Arcana, Crafting)
Perception +8; darkvision
Skills Athletics +10
Str +6, Dex +3, Con +4, Int -5, Wis +1, Cha -4
Wind-Up 24 hours, DC 24, standby
AC 17; Fort +11, Ref +7, Will +5
HP 135; Immunities bleed, death effects, disease, doomed, drained, fatigued, fire, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void; Resistances physical 5 (except adamantine or orichalcum); Weaknesses electricity 10, orichalcum 10
Explosive End [reaction] (fire) Trigger The aurocan drops to 0 HP; Effect The aurocan detonates. Every creature in a 30-foot emanation takes 3d12 bludgeoning damage and 3d8 fire damage (DC 15 basic Reflex save). On a critical failure, a creature is also knocked prone.
Speed 40 feet
Melee [one-action] hoof +10 [+5/+0] (forceful, magical), Damage 2d8+10 bludgeoningMelee [one-action] horn +10 [+5/+0] (magical), Damage 2d10+10 piercingBlistering Touch [one-action] (fire) The aurocan funnels some of the steam powering it into its body, heating up its metal frame. For the next minute, its melee Strikes deal an additional 1d6 fire damage.Head of Steam [two-actions] (fire, magical) Requirements The aurocan has used Blistering Touch within the past 2 rounds, and its head is attached; Effect The aurocan expels a cloud of steam as its head detaches. The head occupies a 5-foot square and has a fly Speed of 15 feet. As part of this action, and every time the aurocan Sustains it on a subsequent round, the head can Fly up to its Speed, blasting steam directly downward as it moves. Each creature whose space it passes no more than 5 feet above during its flight takes 4d6 fire damage (DC 18 basic Reflex save). On a failed save, a creature is also dazzled by the steam for 1 round (or blinded on a critical failure). While its head is detached, the aurocan can't make horn Strikes, but it can perform all other actions normally. The head has an AC of 27, Hardness 10, and the same saving throws, immunities, weaknesses, and resistances as the aurocan. If the head takes 20 damage in a single attack, it falls to the ground broken, and the aurocan is off-guard for 1 round. If the head reenters the aurocan's space, it reattaches.Trample Large or smaller, hoof, DC 26 [three-actions]

Sidebar - Advice and Rules Mode Of Transport

The aurocan’s chest hull is large enough to carry up to five Medium or smaller creatures. The creatures benefit from total cover and can leave the aurocan with an Interact action to open a hatch and slide out. Some aurocans are designed specifically as protective tanks for ranged soldiers like snipers and spellcasters, with slots built into their sides for weapons and spells to shoot out of.

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