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Vat Needler

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Elite | Normal | Weak
Proficiency without Level

Weak Vat NeedlerCreature 15

Rare Large Alchemical Construct Mindless 
Source Coils of the King pg. 121
Weak Changes are marked. The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.
Recall Knowledge DC 39 (includes +5 from Rare) • Construct (Arcana, Crafting)
Variant noxious needler
Perception +27; darkvision
Skills Athletics +32
Str +7, Dex +4, Con +4, Int -5, Wis +2, Cha -5
AC 37; Fort +30, Ref +29, Will +25
HP 250; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void; Resistances physical 25 (except adamantine or bludgeoning), spells 25 (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 36 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 10-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 15d6 damage of the appropriate type (DC 38 2297"basic" Reflex). On a roll of 6, creatures must instead save against the sickness effect.
Speed 25 feet
Melee [one-action] syringe +32 [+27/+22] (magical, reach 10 feet), Damage 3d10-2+15 piercing plus alchemical injectionRanged [one-action] bomb +18 [+13/+8] (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 3d6 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 4d10 damage and 4 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.

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