TEXT: Construct
  Codex
  Construct
  Codex
  CC06
  MAKE YOUR GAME LEGENDARY!
  A SET OF CREEPY AND HORRIFIC CONSTRUCTS 
  OF ALL POWER LEVELS FOR USE IN ANY 
  GOTHIC-THEMED CAMPAIGN
  BY JASON NELSON
  WITH THE LEGENDARY GAMES DESIGN TEAM
  Construct 
  Codex
  Construct 
  Codex
  
  • 5 •
  Constructs in Horror
  • 6 •
  Uncreated constructs
  TABLE 1—1: CONSTRUCT MARKET PRICES
  7 • BLOODTHIRSTY MANIKIN
  9 • CROWFLIGHT CARRIAGE
  11 • DIRGE ORGAN
  13 • GOTHIC GARGOYLE
  15 • LIVING CREMATORY
  17 • STAINED GLASS KNIGHT
  • 19 •
  Morgechs
  TABLE 1—2: MORGECH MARKET PRICES
  20 • MORGECH, EXECUTOR
  22 • MORGECH, GRIEVER
  24 • MORGECH, RAVAGER
  • 4 •
  Welcome to Adventure Path Plug-Ins
  BY JASON NELSON
  • 3 •
  Credits
  • 27 •
  Legal
  • 26 •
  Bios
  2
  I
  
   Credits
  Creative Director: Clark Peterson
  Author: Jason Nelson with additional material by the Legendary Games Design Team
  Layout and Design: Timothy K. Wickham
  Art: Colby Stevenson and Jason Juta
  Legendary Games Team Members: Clinton Boomer, Jason Nelson, Neil Spicer, Greg A. Vaughan and Clark Peterson
  Special Thanks: Erik Mona, Lisa Stevens, James Jacobs and the Paizo staff and to all the authors of the amazing 
  Carrion Crown Adventure Path!
  About Legendary Games
  Legendary Games is an all-star team of authors and designers, coordinated by Clark Peterson of Necromancer 
  Games, Inc. Legendary Games uses a cooperative, team-based approach to bring you, the Paizo fan, the best 
  expansion material for your game. We are gamers and storytellers first, and we believe that passion shows in our 
  products. So check us out, and Make Your Game Legendary!
  Join the Legendary Games team online at www.makeyourgamelegendary.com
  Visit us on Facebook and follow us on Twitter @legendary_games.
  Construct Codex. Copyright 2012, Legendary Games. All rights reserved.
  This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3.5 Edition of the world’s oldest 
  fantasy roleplaying game. The OGL can be found in the Legal page at the end of this product.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG 
  for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are 
  trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility 
  for more information on the compatibility license.
  Construct 
  Codex
  Construct 
  Codex
  3
  
  Welcome to Adventure Path Plug-Ins!
  This supplement is yet another in our line of Adventure Path Plug-Ins. When you see the “Adventure Path Plug-
  In” logo at the top of a Legendary Games product, you can expect it is designed to fit directly with the themes of 
  a particular Adventure Path campaign. The all-star team of designers here at Legendary Games is committed to 
  bringing you—the busy GM or player—the absolute best third party support for your Pathfinder campaign. To 
  deliver on that commitment, we’ve assembled the best of the best of current gaming authors, designers and layout 
  experts so you can feel comfortable that Legendary Games products will be the most creative, rules-legal, and well-
  designed content you can find. Though Adventure Path Plug-Ins all share a theme with a specific Adventure Path 
  campaign, they’re also designed for easy inclusion in your home game regardless of what campaign you run.
  What You Will Find Inside the Codex
  This supplement contains 11 constructs and their variants designed to fit perfectly in any gothic-themed cam-
  paign. One problem with Adventure Path-based campaigns is that they are written to appeal to all adventurers 
  with all of the basic resources for their campaigns, and sometimes in print publications interesting and evoca-
  tive creatures and abilities need to be cut or diminished to ensure they meet tight page count requirements. This 
  Construct Codex allows you, the GM, to insert new and unexpected types of constructs into the Adventure Path to 
  personalize the adventures as your own and enhance the creepy horror atmospherics with interesting and innova-
  tive monster mechanics. Of course, for those of you not running the Gothic Adventure Path, these constructs can 
  bring new, surprising, and terrifying twists from the usual when introduced into any campaign. Who better to fill 
  your bestiaries to bursting with monsters malevolent and macabre? No one! 
  Hey, What’s With the Names?
  You will see us use phrases such as “Gothic Campaign” instead of title of a recent Adventure Path. Or you may see us  
  use the names “The Professor” or “The Professor’s Daughter” or “Immortal Principality” instead of the proper names of  
  specific characters or places from those adventures. There are legal reasons for this. While we can create compatible prod-
  ucts under the Open Game License, we still have to be respectful of certain content that Paizo owns. Because we want to be 
  very respectful of their content and work in partnership with them we use these “replacement phrases” for certain content. 
  Plus, this helps the product have a more general appeal to those who may be running a home campaign that fits the same 
  themes. In any event, we are 100% confident you know what we are talking about and will have no problem making the 
  required connection. So enjoy these constructs in your “Gothic Adventure Path,” deadly minions of the “lich-king” and his 
  sinister cultists.
  Jason Nelson
  4
  I
  
  Constructs in Horror
  Much of classic horror centers around the things that should not be: the dead 
  rising, the alien horror from beyond the stars, spirits reaching back from be-
  yond the grave, and foul cults or bestial hunters that prey upon the living and 
  consume the unwilling flesh of the dead. One consistent trope that appears 
  is simultaneously less grotesque but perhaps more frightening, however, and 
  that is when ordinary objects spring to life. Fascination can turn to terror as 
  the simplest of implements becomes an implacable menace, cold, pitiless, and 
  incapable of reason or remorse. Good and evil are irrelevant, for here is an un-
  thinking thing that is bent only on a senseless rampage against any that cross 
  its path, or that stand against the creator that holds its leash. 
  The iconic construct is the golem, no ordinary object but an extraordinary cre-
  ation of ritual and craft that stands silent and eternal guard, or perhaps broken 
  free of its master’s command and rampaging beyond control, scarcely aware of 
  its surroundings but inflamed with the need to kill. Flesh golems are the most 
  horror-iconic of these constructs, but other types of magecrafted colossi can 
  just as easily serve a horror story in RPGs.
  The interesting middle ground of constructs and their use in the game comes 
  in between these two extremes. Can most animated things be handled sim-
  ply as animated objects? They can, after a fashion, but could be made much 
  more interesting with a more detailed treatment. Yet, a construct that is more 
  than an object is not necessarily a golem either, with their hulking humanoid 
  physique and unique magical immunity. It also seems useful to explore con-
  structs created outside of the wizard’s laboratory; while that class is certainly 
  best suited for experimentation, they hardly possess an exclusive patent on the 
  creation of automata.
  This product highlights 11 new constructs devised specifically for use with a 
  horror-themed game, but which might find a home in any kind of campaign, 
  including for crafters outside the wizard class. Some of these constructs are 
  mindless automatons typical of their kind, though flavored to evoke the classic 
  tropes of horror. 
  The crowflight carriage is a shining black carriage drawn by spectral horses, 
  suitable for carrying a vampire overlord and his unsuspecting guests (or 
  anyone wishing to make a dramatic entrance) past quaking villagers in broad 
  daylight or darkest night. 
  The gothic gargoyle is a creature of fell statuary, found both fully human-sized 
  and as smaller carvings, that lurks among the ruined battlements of haunted 
  castles, seeking nothing but to add intruders to the sculptures adorning the 
  castle grounds.
  The living crematory disposes of the dead in highly efficient fashion, roaming 
  battlefields in the wake of massacres to cleanse the countryside; however, if not 
  carefully controlled it is unlikely to discriminate between the living and the 
  dead. Both are nothing but fuel for its eternal fires.
  The stained glass knight, whether greater or lesser, is an animate artwork cre-
  ated to guard castle and cathedral alike, as beautiful as they are deadly to those 
  who would stand against them or try their hand in battle against them.
  The other construct types presented here explore a different direction, that 
  of the intelligent construct. In Pathfinder, most constructs are mindless, but 
  they are not required to be. Past adventures have featured constructs with the 
  lifespark template from Green Ronin’s Advanced Bestiary to get around this 
  restriction, but those described below are constructs that are purpose-built 
  with intellect and cunning, and offer a different kind of construct whose power 
  is not solely vested in how big and strong it is. 
  The bloodthirsty manikin is an accursed menace for low-level adventurers, a 
  seemingly harmless plaything crafted as a subtle assassin, shedding blood with 
  blade and booby trap alike, and cursed with murderous urges that can bring it 
  back from destruction to kill again.
  The dirge organ is a magnificent instrument possessed of a prideful darkling 
  majesty. It fills haunted castles and ruined palaces with its mournful melodies, 
  and can make its desolate home come to life, entrancing intruders with ears to 
  hear and destroying those who do not honor its musical mastery. 
  Lastly, we have the morgech or ‘death machines.’ These unfortunates are the 
  results of the cruel magitech experiments of mad mystical scientists, living 
  beings surgically implanted and grafted with jagged mystical machinery and 
  armaments, myomeric actuators, metal-bonded skeletal reinforcement, and 
  genetic augmentations that wrack them with constant pain but boost strength, 
  speed, and savagery. Ravagers are corrupted war dogs and wolves, trackers 
  and hunters par excellence. Executors are hulking warriors, built from the 
  stock of the fiercest humanoid warriors and with weapons and armor grafted 
  into their living flesh. The exceedingly rare grievers are lithe four-armed war-
  riors who retain far more of their mind and sense of self than their lesser kin. 
  In battle, they are veritable whirlwinds of blood, steel, and death. 
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  II
  
  Uncreated Constructs 
  Optional Rule: Uncreated Constructs
  Constructs have a unique interaction with horror themes as things given life by 
  some kind of spirit or magical force animating them. By standard rules, they 
  are purposefully created with magic, skill, resources, and the Craft Construct 
  feat to bind that animating spirit to them. In a horror-themed campaign, 
  however, this need not be the case. Just as ghosts become undead and haunts 
  create lingering spell effects, restless and tormented spirits can spontaneously 
  give life (and even sentience) to inanimate objects in the form of uncreated 
  constructs. A ruined cathedral or haunted castle might spawn animate stained 
  glass windows and stony gargoyles, while a lingering curse or murderous ghost 
  might imbue a child’s toy with a thirst for blood. Besides the thematic appeal 
  of haunted objects bringing themselves to life, using uncreated constructs 
  allows GMs to use constructs freely without worrying about the implied 
  economy of numerous high-level spellcasters spending untold thousands of 
  gold pieces on construct creation. Uncreated constructs function identically to 
  normal constructs, though you may also add the following trait:
   
  Uncreated Spirit: Uncreated constructs are damaged by positive energy as 
  undead but gain energy resistance 30 against positive energy. If targeted with 
  remove curse, break enchantment, or other effect that negates curses, a success-
  ful caster level check against DC 10 plus the construct’s caster level causes it 
  to become staggered and lose its positive energy resistance for 1 round. If the 
  check succeeds by 10 or more, the construct is destroyed.
  Optional Rule: Construct Formulae
  The Pathfinder Roleplaying Game assumes that the Craft Construct feat is all 
  that is needed to make any construct desired. Using unique construct formu-
  lae allows you to emulate the the prolonged researches of mad scientists of 
  literature and film. At minimum, you could require one week of work with ac-
  cess to a library and/or laboratory, experimental materials worth 100 gp times 
  the construct’s CR, and a Knowledge (arcana) check with a DC of 15 plus the 
  construct’s CR (those in the Pathfinder RPG Bestiary could have a DC of 10 
  plus their CR to represent their ubiquity). A failed check means creating that 
  construct is beyond a PC’s ability until he gains an additional rank in Knowl-
  edge (arcana). Alternatively, you could use a progressive method requiring a 
  number of successful Knowledge (arcana) checks equal to the construct’s CR, 
  with one check allowed per week (reducing the weekly cost to 10 gp times the 
  construct’s CR). Each natural 20 (19-20 with Skill Focus (Knowledge (arcana)) 
  produces a discovery granting +2 to all future checks for unlocking the secret 
  of that construct, while a natural 1 results in a dead end that causes the loss of 
  1d4 successful checks of work now wasted. Once the requisite number of suc-
  cessful checks is completed, the formula is perfected and creation can begin.
  Table 1—1: Construct Market Prices
  Construct Name
  CR
  Materials
  Price
  Cost
  Bloodthirsty Manikin
  2
  100 gp
  6,100 gp
  3,100 gp
  Gothic Gargoyle, lesser
  3
  200 gp
  8,200 gp
  4,200 gp
  Stained Glass Knight, lesser
  3
  500 gp
  12,500 gp
  7,000 gp
  Gothic Gargoyle, greater
  5
  500 gp
  18,500 gp
  9,500 gp
  Stained Glass Knight, greater
  7
  2,000 gp
  43,000 gp
  22,500 gp
  Crowflight Carriage
  9
  8,000 gp
  75,000 gp
  42,000 gp
  Living Crematory
  10
  1,000 gp
  73,000 gp
  37,000 gp
  Dirge Organ
  14
  20,000 gp
  240,000 gp
  130,000 gp
  While some of these constructs could fit easily anywhere in a horror-themed 
  campaign, some thematically appropriate places to use them might include  
  the following:
  Haunted Prison and Village 
  bloodthirsty manikin, gothic gargoyle
  Werewolves Hunting Lodge 
  bloodthirsty manikin, stained glass knight
  Alien Cult Headquarters
  living crematory, stained glass knight, or even a gothic gargoyle with an aquatic motif, 
  granting it a swim speed of 30 rather than a fly speed
  Creepy Vampires Castle or Villa 
  crowflight carriage, dirge organ, gothic grgoyle, stained glass knight
  Ruined Palace-City of a Lich King 
  living crematory
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  Bloodthirsty Manikin
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  A smiling doll, a bit mussed from long care and love, is suddenly transfigured into 
  an object of horror, its hideous grimace betraying its murderous intentions as surely 
  as the dripping blade it has produced from seemingly nowhere. 
  Bloodthirsty Manikin 
  CR 2
  XP 600
  NE Tiny construct
  Init +2; Senses darkvision (60 ft.), low-light vision; Perception +0
  Aura frightful presence (10 ft., DC 11)
  Defense
  AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
  hp 11 (2d10); fast healing 1
  Fort +0, Ref +2, Will +0
  Defensive Abilities hardness 5; Immune construct traits
  Offense
  Speed 20 ft., climb 5 ft.
  Melee improvised blade +6 (1d2-1/19-20)
  Space 2-1/2 ft.; Reach 0 ft. 
  Special Attacks cruel slasher, sneak attack +1d6
  Spell-Like Abilities (CL 2nd; concentration +3)
  1/day—beguiling gift (DC 12), hypnotism (DC 12), make whole (self only)
  Statistics
  Str 8, Dex 15, Con -, Int 13, Wis 10, Cha 13
  Base Atk +2; CMB +0; CMD 12
  Feats Catch Off-Guard(B), Weapon Finesse
  Skills Craft (traps) +10, Intimidate +10, Stealth +15; Racial Modifiers +4 
  Craft (traps), +4 Intimidate
  Languages Common
  SQ aura of innocence
  Ecology
  Environment urban
  Organization solitary
  Treasure none
  Special Abilities
  Cruel Slasher (Ex) A bloodthirsty manikin has the bleeding attack rogue 
  talent, and once per day it may make a death attack (Pathfinder RPG Core 
  Rulebook 378) as a 2nd-level assassin (DC 13). A bloodthirsty manikin never 
  takes a penalty to Craft (traps) for using improvised tools, and if it increases 
  the DC to craft a trap that inflicts slashing or piercing damage by 5, that trap 
  also inflicts 1 point of bleed damage to creatures injured by it. 
  Implacable Stalker (Su) Bloodthirsty manikins are difficult to destroy. Even 
  if reduced to 0 hit points, burned, dismembered, or otherwise destroyed, they 
  can use make whole upon themselves 24 hours after their destruction, and they 
  may use locate creature at will to track the creature that reduced the manikin 
  to 0 hit points. They can be permanently slain by casting remove curse or break 
  enchantment (DC 13) while they are at 0 hit points. Pouring a vial of holy 
  water over a bloodthirsty manikin at 0 hit points destroys it if it fails a DC 10 
  Fortitude save.
  Innocent Appearance (Su) Bloodthirsty manikins can use Stealth while being 
  observed, and they effectively gain concealment in any round in which they do 
  not move. This concealment represents the fact that creatures tend to regard 
  a bloodthirsty manikin as an inanimate object rather than a creature. Crea-
  tures failing a save against their beguiling gift ability will pick up the manikin, 
  thinking it an object; on a successful save, the target of beguiling gift may 
  make a Perception check with a +5 bonus to notice it is an animate creature. 
  A creature that sees a bloodthirsty manikin attack (which triggers its fright-
  ful presence) is unaffected by its innocent appearance for 24 hours. If closely 
  examined, a bloodthirsty manikin may hide small blades or weapons on its 
  person, using its Stealth bonus in place of Sleight of Hand. 
  Construction
  A bloodthirsty manikin must be crafted of wood or porcelain and dressed in tiny 
  clothing and accessories like a doll (rarely, a manikin may be crafted of soft fur 
  and cloth to resemble a small animal). Whatever its outside appearance, its eyes 
  must be crafted of polished semiprecious stones and its stuffing infused with the 
  desiccated tissue from the hearts of at least 3 sentient creatures killed by slashing 
  or piercing damage. These materials cost 100 gp. 
  Bloodthirsty Manikin 
  CR 7
  CL 7th; Price 6,100 gp
  Construction
  Requirements Craft Construct, beguiling gift (Advanced Player’s Guide 205), 
  bestow curse, bleed, cause fear, death knell, Skill Craft (sculptures, tailoring, or 
  woodworking) DC 12; Cost 3,100 gp
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  Crowflight Carriage
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  A gleaming carriage, black as night, rumbles noisily into view, drawn by a team 
  of spectral stallions wreathed in white flame with hooves that never touch the 
  ground. While the hooves of the team and the ebon wheels of the carriage seem to 
  strike sparks against the ground, no sign of its passing marks the ground. A faceless 
  phantom drover lashes the team wordlessly, but the carriage’s beshadowed windows 
  hide any who may ride within. 
  Crowflight Carriage
  CR 9
  XP 6,400
  N Huge construct 
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +0
  Defense
  AC 20, touch 10, flat-footed 18 (+2 Dex, +10 natural, –2 size)
  hp 106 (12d10+40)
  Fort +4, Ref +6, Will +4
  Defensive Abilities hardness 10; Immune construct traits; SR 20
  Offense
  Speed 60 ft.
  Melee drover’s whip +17 (1d4+7/19–20 plus doom lash)
  Space 15 ft.; Reach 15 ft.
  Special Attacks drover’s whip, trample (2d6+10, DC 23)
  Statistics
  Str 25, Dex 15, Con —, Int —, Wis 10, Cha 1
  Base Atk +12; CMB +21; CMD 33 (can’t be tripped)
  SQ passenger cabin, zephyrous team
  Ecology
  Environment urban
  Organization solitary
  Treasure none
  Special Abilities
  Doom Lash (Su) A crowflight carriage is driven by a spectral drover. The 
  drover cannot be harmed or dispelled, but it can make one attack per round 
  with its lashing whip, taking this attack at any point during the carriage’s 
  movement. A creature struck by the drover’s whip is affected as a doom spell; 
  on a critical hit, the target is instead affected as phantasmal killer. The save DC 
  for either effect is 16. This save DC is Charisma-based.
  Passenger Cabin (Ex) A crowflight carriage can hold one Large or four 
  Medium creatures within its body, granting them total cover. The blackened 
  windows of the crowflight carriage do not allow vision into the carriage, but 
  passengers within can see outside. As a swift action, the crowflight carriage 
  can open (or close, if already open) up to four slitted windows. This allows 
  line of effect to and from passengers, but passengers enjoy improved cover 
  against attacks from outside, and the carriage’s spell resistance applies against 
  spell effects targeting passengers. Attacks directed at passengers which miss 
  have a 50% chance of targeting the crowflight carriage instead. Even with the 
  windows open, the interior of the crowflight carriage is treated as dim light, 
  and creatures harmed by or sensitive to bright light or sunlight are protected 
  against its effects while within; spells with the light descriptor suffer a -5 
  penalty to caster level checks to overcome spell resistance if targeted at the car-
  riage or its passengers.
  Zephyrous Team (Su) A crowflight carriage is drawn by four spectral horses 
  wreathed in ghostly, heatless white flame. The team cannot be attacked or dis-
  pelled (though they disappear when the carriage is stationary), but they propel 
  the crowflight carriage several inches above a horizontal surface, moving as a 
  mount wearing horseshoes of a zephyr, though the carriage’s speed is reduced 
  to 30 when traveling across non-solid surfaces. Once per hour, the zephyrous 
  team can draw the crowflight carriage across empty air as if using air walk. 
  Activating this ability is a swift action, and it lasts only until the end of the 
  crowflight carriage’s turn.
  Construction
  A crowflight carriage is typically constructed of darkwood empanelled with 
  shadow-tinted steel. Its decorative features of wrought iron and black-dyed leather 
  must be polished to a midnight gleam, and the traces and harness of the carriage 
  must be inlaid with mithral traceries. The materials cost 8,000 gp.
  Crowflight Carriage 
  CL 12th; Price 75,00 gp
  Construction
  Requirements Craft Construct, animate objects, phantasmal killer, phantom 
  steed, spell resistance, Skill Craft (vehicles) DC 22; Cost 42,000 gp
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  Dirge Organ
  Elaborate yet elegant in its construction, this massive baroque pipe organ drones 
  with melodious yet insistent tones that call out to the mind and the heart. Puffs of 
  dust erupt from its pipes with every sonorous chord, but even the lightest aria seems 
  fraught with subtle menace.
  Dirge Organ
  CR 14
  XP 38,400
  NE Huge construct
  Init +0; Senses blindsense 60 ft., darkvision 60 ft., low-light vision; Perception +14
  Aura frightful presence (120 ft., DC 23)
  Defense
  AC 10, touch 3, flat-footed 10 (-5 Dex, +7 natural, -2 size)
  hp 128 (16d10+40) 
  Fort +7, Ref +1, Will +9
  Defensive Abilities hardness 5; Immune cold, construct traits, electricity, sonic
  Offense
  Speed 0 ft.
  Melee 2 slams +14 (1d8)
  Space 15 ft.; Reach 5 ft. 
  Special Attacks ghostly music
  Spell-Like Abilities (CL 16th; concentration +21)
  At will—antilife shell, enthrall (DC 17), mage hand, minor image (DC 17), 
  sound burst (DC 17), ventriloquism (DC 16)
  3/day—crushing despair (DC 19), quickened dispel magic, quickened haunt-
  ing choir* (DC 18), haunting mists* (DC 17) (* see Ultimate Magic 222)
  1/day—animate objects, greater shout (DC 23), irresistible dance (DC 23), 
  song of discord (DC 20)
  Statistics
  Str 10, Dex 2, Con -, Int 14, Wis 14, Cha 21
  Base Atk +16; CMB +18; CMD 24 (cannot be tripped)
  Feats Ability Focus (ghostly music), Great Fortitude, Improved Initiative, 
  Iron Will, Lingering Performance, Quicken Spell-Like Ability (dispel magic), 
  Quicken Spell-Like Ability (haunting choir), Skill Focus (Perform (keyboard))
  Skills Bluff +15, Diplomacy +15, Intimidate +15, Knowledge (history) +15, 
  Knowledge (nobility) +15, Perception +15, Perform (keyboard) +27
  Languages Abyssal, Common, Infernal
  SQ aria avatar, bardic performance (39 rounds, countersong, distraction, 
  fascinate (DC 23), inspire courage +3, inspire competence +5, dirge of 
  doom, inspire greatness (3 allies), soothing performance, frightening tune 
  (DC 23), inspire heroics), emplacement, symphonic performance
  Ecology
  Environment urban
  Organization solitary
  Treasure none
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  Special Abilities
  Aria Avatar (Sp)  A dirge organ can project its consciousness anywhere within 
  250 feet as if using project image, but the shadow illusion created is not of the 
  organ itself but is a disembodied glow from which the organ’s music and voice 
  emanates. The aria avatar cannot be harmed by attacks, but it disappears if the 
  dirge organ’s line of effect is broken or if dispelled (DC 27 dispel check). If the 
  aria avatar is dispelled, the dirge organ is staggered for 1d4 rounds, after which 
  it can create another.
  Bardic Performance (Su/Sp) A dirge organ has the bardic performance abili-
  ties of a 16th level bard. In addition, its bardic performance (including mind-
  affecting effects) affects constructs as if they were living creatures if the dirge 
  organ wishes it. A dirge organ also gains several unique types of bardic music:
  Dispel silence (Sp):  This acts as dispel magic, but only affects silence magic or 
  effects with the sonic descriptor. This effect relies on audible components. 
  Phantom ballet (Sp):  This creates a minor image of dancers garbed in noble 
  finery twirling in elaborately choreographed dances. Up to 4 creatures within 
  the area can be compelled to approach, flee, or halt (as greater command), and 
  while obeying the command they behave as if entangled by the spectral danc-
  ers. A DC 23 Will negates all effects, and even those failing their saves gain a 
  new save at the beginning of each turn after the first to end the effect. This is 
  an illusion (figment) and an enchantment (compulsion) mind-affecting effect 
  and relies on visual and audible components. 
  Soundwave (Su): This acts as forceful hand at a caster level equal to your bard 
  level. This is a sonic effect and relies on audible components.
  Emplacement (Ex) A dirge organ gains a +10 bonus to its CMD against bull 
  rush or drag maneuvers.
  Ghostly Music (Su)  A dirge organ can play an echoing, ethereal melody that 
  captivates and beckons listeners to follow it, functioning as a rainbow pattern 
  (DC 25 Will save negates) for those that hear (rather than see) it. The ghostly 
  music leads its fascinated listeners in a random, meandering path through 
  a castle or other building containing the dirge organ, rather than following 
  a straight line. A second save is allowed if the ghostly music leads creatures 
  into an obviously dangerous area. This is a mind-affecting sonic effect, and 
  creatures that save are immune to this power for 24 hours. The save DC is 
  Charisma-based.
  Symphonic Performance (Ex) A dirge organ can maintain multiple bardic 
  performances simultaneously, though it cannot begin more than one perfor-
  mance per round and must pay the maintenance cost for each performance 
  separately. When using Lingering Performance, a bardic performance effect 
  does not immediately end when another is begun.
  Construction
  A dirge organ must be crafted out of the finest woods, polished to an unearthly 
  shine, with keys of purest ivory and pipes and drones of perfectly tuned woods 
  and metals to ensure perfect pitch and tone. Rarely, a dirge organ will be 
  constructed of fantastic or exotic materials, but all will be chased and filigreed 
  with gold, with precious inlays and silken fabrics. The materials alone cost 
  20,000 gp.
  Dirge Organ 
  CL 19th; Price 240,00 gp
   
  Construction
  Requirements Craft Construct, animate objects, charm monster (mass), geas/
  quest, irresistible dance, project image, rainbow pattern, shout (greater), song of 
  discord, Skill Craft (musical instruments) DC 22; Cost 130,000 gp
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  Gothic Gargoyle
  Carved from weathered rock in a demonic grotesquerie devised to frighten away 
  evil spirits, this stony creature spreads creaking wings as it lurches forward in 
  brutal mockery of life, its carven visage a motionless mask betraying no hint of life 
  or thought but destruction.
  Gothic Gargoyle, Greater CR 5
  XP 1,600
  N Medium construct
  Init +1; Senses darkvision 60 ft.; Perception +0
  Defense
  AC 18, touch 11, flat-footed 17 (+1 Dex, +7 natural)
  hp 47 (5d10+20) 
  Fort +1, Ref +2, Will +1
  Defensive Abilities hardness 8; Immune construct traits
  Offense
  Speed 30 ft., fly 30 ft. (clumsy)
  Melee gore +8 (1d6+3 plus 1 Dex damage/x3), 2 claws +8 (1d6+3 plus 
   1 Dex damage /x3), tail spike +8 (1d6+3 plus 1 Dex damage /x3)
  Special Attacks crushing fall (2d6+6 plus 1d4 Dex damage, DC 15),  
  petrifying touch (DC 15)
  Statistics
  Str 17, Dex 12, Con --, Int --, Wis 10, Cha 1
  Base Atk +5; CMB +8; CMD 19
  Skills Fly -7, Perception +0 
  SQ freeze, stability
  Ecology
  Environment urban
  Organization solitary, pair, or gallery (4-8)
  Treasure none
  Gothic Gargoyle, Lesser
  CR 3
  XP 800
  N Small construct
  Init +2; Senses darkvision 60 ft.; Perception +0
  Defense
  AC 16, touch 13, flat-footed 14 (+2 Dex, +3 natural, +1 size)
  hp 21 (2d10+10) 
  Fort +0, Ref +2, Will +0
  Defensive Abilities hardness 8; Immune construct traits
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  Offense
  Speed 30 ft., fly 30 ft. (clumsy)
  Melee gore +4 (1d4+1 plus 1 Dex damage/x3), 2 claws +4 (1d4+1 plus 1 Dex 
  damage /x3), tail spike +4 (1d4+1 plus 1 Dex damage /x3)
  Special Attacks crushing fall (2d4+2 plus 1d2 Dex damage, DC 12), petrify-
  ing touch (DC 12)
  Statistics
  Str 13, Dex 14, Con --, Int --, Wis 10, Cha 1
  Base Atk +2; CMB +2; CMD 14
  Skills Fly -3, Perception +0 
  SQ freeze, stability
  Ecology
  Environment urban
  Organization solitary, pair, or gallery (4-8)
  Treasure none
  Special Abilities
  Crushing Fall (Ex and Su) A leaping or flying Gothic gargoyle can plunge 
  upon a target from above, inflicting bludgeoning and piercing damage as well 
  as Dexterity damage through its petrifying touch. A successful Reflex save 
  halves both damage and Dexterity damage. This save DC is Strength-based, 
  and the Dexterity damage (only) is a supernatural effect. The Gothic gargoyle 
  ends this fall prone, but its target is also knocked prone if it fails its Reflex 
  save, also gaining the pinned condition if equal or smaller in size than the 
  Gothic gargoyle. The Gothic gargoyle must remain prone and stationary in or-
  der to maintain the pin, though it may attack the pinned creature at no penalty 
  while pinning. The pinned creature can escape as normal with a grapple check 
  or Escape Artist check.  
  Freeze (Ex) A stationary Gothic gargoyle is indistinguishable from a normal 
  statue; a DC 30 Perception check is required to notice that it is not. 
  Petrifying Touch (Su) A Gothic gargoyle’s natural weapons slowly transform 
  their targets into stone. A Fortitude save is allowed with each attack to resist 
  Dexterity damage. Humanoids reduced to 0 Dexterity by the attacks of a Goth-
  ic gargoyle are petrified permanently, their features horribly transfigured into 
  the leering effigy of a gargoyle. If a petrified creature is returned to flesh, this 
  transfiguration results in hideous scarring inflicting 2d4 points of Charisma 
  drain. Remove curse or break enchantment against a DC equal to the save DC 
  can reverse this effect, and restoration can heal the Charisma drain as normal.
   
  Stability (Ex) Gothic gargoyles gain a +4 bonus to CMD against bull rush, 
  drag, and trip combat maneuvers when adjacent to a stone floor or wall.
  Construction
  A Gothic gargoyle must be crafted from stone and its body anointed in 
  consecrated oils and holy water, costing 200 gp (lesser) or 500 gp (greater)  
  to construct.
  Gothic Gargoyle
  CL 9th; Price 8,200 gp (lesser), 18,500 gp (greater)
  Construction
  Requirements Craft Construct, bestow curse, calcific touch (Advanced Play-
  er’s Guide 208), magic stone, raise dead, stone shape, Skill Craft (sculptures) 
  DC 14; Cost 4,200 gp (lesser), 9,500 gp (greater)
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  Living Crematory
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  Lurching forward on squat legs is a massive kiln oven of brick surmounted by 
  narrow chimneys. A heavy steel grate and hatch, glowing with an inner heat 
  whenever it cracks ajar, is flanked in its midsection by writhing ring-mounted 
  chains. Soot and glowing cinders belch intermittently from its chimneys and 
  surround its heaving bulk like an ashen wreath.
  Living crematory
  CR 10
  XP 4,800
  N Huge construct 
  Init –2; Senses darkvision 60 ft., low-light vision; Perception +0
  Aura cinder cloud (5 ft.)
  Defense
  AC 16, touch 6, flat-footed 16 (-2 Dex, +10 natural, -2 size)
  hp 117 (14d10+40)
  Fort +4, Ref +2, Will +4
  Defensive Abilities hardness 10; Immune construct traits, fire
  Offense
  Speed 20 ft.
  Melee 4 chains +22 (1d8+10 plus grab)
  Space 15 ft.; Reach 15 ft. 
  Special Attacks swallow whole (10d6 fire damage, AC 15, hp 10)
  Statistics
  Str 30, Dex 6, Con -, Int -, Wis 10, Cha 1
  Base Atk +12; CMB +26 (+30 grapple); CMD 34 (38 vs. trip) 
  Ecology
  Environment urban
  Organization solitary
  Treasure none
  Special Abilities
  Cinder Cloud (Ex)  The hot cinder-fumes surrounding a living crematory pro-
  vide a 20% miss chance against ranged attacks. In addition, creatures begin-
  ning their turn adjacent to or grappled by a living crematory take 1d6 points 
  of fire damage and are sickened for 1 round. Creatures that do not breathe or 
  that succeed at a DC 16 Fortitude take damage but are not sickened, but fire-
  resistant creatures are not immune to the sickened effect. 
  Composite Construction (Ex)  A living crematory is made up of brick, stone, 
  and metal and cannot be affected by effects that affect only stone or metal. 
  Cremation Chamber (Ex) Creatures swallowed whole by a living crematory 
  are deposited in its cremation chamber, holding them until they are slain and 
  their bodies consumed utterly by the roaring heat within. The body of a crea-
  ture that dies within the cremation chamber is disintegrated 1 round after its 
  death, and any items carried suffer damage every round as unattended objects. 
  The cremation chamber may hold one Large or up to eight Medium-sized 
  creatures. A living crematory at this limit may grapple creatures with its chains 
  but may not swallow whole until one or more of its swallowed creatures escape 
  or are destroyed; it will then swallow additional grappled creatures on its next 
  turn. A living crematory can swallow only one creature per round.
  Creatures trying to cut their way out of the cremation chamber must overcome 
  the living crematory’s hardness with their attacks. In addition, any weapon or 
  tool used to attack the interior of the living crematory suffers 10d6 points of 
  fire damage per round (DC 16 Reflex half). A creature trying to escape may 
  choose to ready an action to leap out the next time the living crematory opens 
  its cremation chamber to swallow another creature; this grants a +10 bonus to 
  the CMB or Escape Artist check to escape. 
  Construction
  A living crematory must be built of special fire-resistant brick and lined with 
  specially tempered steel to resist the enormous temperatures within it, costing 
  1,000 gp. The arcane and divine formulae for creating a living crematory differ 
  only slightly in the spells required.
  Living crematory
  CL 13th; Price 73,000 gp 
  Construction
  Requirements (arcane) Craft Construct, animate objects, disintegrate, fire-
  ball, obscuring mist, protection from energy, wall of iron, Skill Craft (stonema-
  sonry) DC 18; Cost 37,000 gp 
  Requirements (divine) Craft Construct, animate objects, destruction, flame 
  strike, obscuring mist, protection from energy, wall of stone, Skill Craft (stone-
  masonry) DC 18; Cost 37,000 gp
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  Stained Glass Knight
  The distorted image of a noble knight, made up of hundreds of panes and shards 
  of multihued glass glowing with an inner light, moves toward you creaking and 
  tinkling as it strides on impossibly thin glassine legs that warp and flex with an 
  eerie, halting grace.
  Stained Glass Knight, Greater CR 7
  XP 3,200
  N Large construct
  Init +2; Senses darkvision 60 ft.; Perception +0
  Aura radiant glow (20 ft.)
  Defense
  AC 20, touch 11, flat-footed 18 (+2 Dex, +9 natural, -1 size)
  hp 74 (8d10+30); fast healing 4 
  Fort +2, Ref +4, Will +2
  Defensive Abilities DR 10/bludgeoning; Immune acid, cold, construct 
  traits; Resist electricity 20, fire 20
  Weaknesses crystal construction
  Offense
  Speed 30 ft.
  Melee glass blade +13 (2d8+9/19-20) 
  Space 10 ft.; Reach 10 ft.
  Statistics
  Str 23, Dex 15, Con --, Int --, Wis 10, Cha 1
  Base Atk +8; CMB +15; CMD 27
  SQ crystal construction, embed, flat aspect, radiant glow, shards
  Ecology
  Environment urban
  Organization solitary, pair, or gallery (1-2 plus 2-8 lesser stained glass 
  knights)
  Treasure none
  Stained Glass Knight, Lesser
  CR 3
  XP 800
  N Medium construct
  Init +3; Senses darkvision 60 ft.; Perception +0
  Aura radiant glow (10 ft.)
  Defense
  AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
  hp 31 (2d10+20); fast healing 2
  Fort +0, Ref +3, Will +0
  Defensive Abilities DR 5/bludgeoning; Immune acid, cold, construct traits; 
  Resist electricity 20, fire 20
  Weaknesses crystal construction
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  Offense
  Speed 30 ft.
  Melee glass blade +4 (2d6+3/19-20) 
  Statistics
  Str 15, Dex 17, Con --, Int --, Wis 10, Cha 1
  Base Atk +2; CMB +4; CMD 17
  SQ crystal construction, embed, flat aspect, radiant glow, shards
  Ecology
  Environment urban
  Organization solitary, pair, or gallery (2-8 plus 1-2 greater stained glass knights)
  Treasure none
  Special Abilities
  Crystal Construction (Ex) A stained glass knight is affected by sonic effects 
  as a crystalline creature, and if targeted with a sonic effect (including those 
  that do not inflict hit point damage, such as a thunderstone) their fast healing 
  is suppressed for 1 round. Otherwise, stained glass knights are able to repair 
  damage through fast healing. Their glass blade is part of them and cannot be 
  disarmed or sundered.Cold effects (including non-damaging effects) do not 
  harm a stained glass knight but do suppress its damage reduction for 1 round.
  Embed (Ex) A stationary stained glass knight can embed itself into a window, 
  integrating itself with existing glass and becoming indistinguishable from a 
  normal window; a DC 30 Perception check is required to notice that it is not. 
  Flat Aspect (Ex) A stained glass knight is nearly two-dimensional, and its 
  thinness as it flexes and moves results in a 20% miss chance for all attacks; this 
  chance is increased to 50% for rays and weapons that inflict piercing damage. 
  Creatures flanking a stained glass knight ignore this miss chance. A stained 
  glass knight never takes penalties for squeezing and gains a +20 bonus to 
  Escape Artist checks.
  Radiant Glow (Su) A stained glass knight constantly radiates an aura of multi-
  hued light. Creatures within the glow are automatically dazzled, and creatures 
  beginning their turn within the radiant glow are fascinated for 1d6 rounds 
  (DC 14 Will save negates). A creature saving is immune to this fascination 
  for 24 hours. The fascination is a mind-affecting ability. This ability is sup-
  pressed while the knight is embedded in a stained glass window. The save DC 
  is Wisdom-based.
  Shards (Ex) Stained glass knight is comprised of innumerable pieces of en-
  chanted glass, honed to magical sharpness. Creatures striking a stained glass 
  knight with a natural weapon, unarmed strike, or melee touch attack suffer 
  1d6 points of slashing damage plus 1 point of bleed damage. The bleed dam-
  age is cumulative if a creature hits a stained glass knight multiple times. An 
  attacker also suffers this damage when striking a stained glass knight with any 
  melee weapon (unless it has exceptional reach) when the attacker confirms a 
  critical hit or reduces the knight to 0 hit points.
  Construction
  A stained glass knight must be crafted from specially tinted panes of glass imbued 
  with sacred powders or alchemical reagents, costing 500 gp (lesser) or 2,000 gp 
  (greater). Stained glass knights are typically constructed by clerics, but arcane 
  formulae for their construction also exist.
  Stained Glass Knight
  CL 10th; Price 12,500 gp (lesser), 43,000 gp (greater)
  Construction
  Requirements (arcane) Craft Construct, daylight, fabricate, hypnotic pattern, 
  keen edge, make whole, Skill Craft (glass) DC 15; Cost 7,000 gp (lesser),  
  22,500 gp (greater)
  Requirements (divine) Craft Construct, daylight, enthrall, greater magic weap-
  on, make whole, raise dead Skill Craft (glass) DC 15; Cost 7,000 gp (lesser),  
  22,500 gp (greater)
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  Morgechs
  Cruel cyborgs created with a fusion of magic and technology, morgechs live a 
  tortured existence enslaved to their master’s will and driven to kill, maim, and 
  destroy upon command, though they know it will bring them no succor nor 
  respite from their tortured existence. In addition to normal construct traits, 
  the metallic exoskeletal devices erupting from a morgech’s flesh grant the fol-
  lowing special attacks and special qualities:
  Biomechanical Construct (Ex) Morgechs are not mindless, but they are im-
  mune to mind-affecting effects. Unlike most constructs, they are vulnerable 
  to death effects, negative energy, bleed damage, and damage or drain to their 
  physical ability scores, though they suffer only half normal effects from these 
  effects. They are immune to temporary ability penalties, including those from 
  fatigue, exhaustion, and spells like ray of enfeeblement. Effects that specifi-
  cally damage or destroy metal, such as rusting grasp, cause half damage to a 
  morgech. They otherwise have normal construct immunities.
  Combat Reflexes: Morgechs gain Combat Reflexes as a bonus feat.
  Fortification (Ex) Morgechs have 50% immunity to critical hits and precision 
  damage, as if wearing medium fortification armor.
  Jagged Machinery (Ex) Spikes, blades, and jagged machinery cover a 
  morgech’s body. Any weapon or natural weapon it wields inflicts piercing and 
  slashing damage in addition to any other damage it inflicts. Creatures striking 
  a morgech in melee suffer 1d4 points of slashing and piercing damage unless 
  using a reach weapon; creatures grappling a morgech suffer 2d4 points of dam-
  age with each grapple check they or the morgech attempt, successful or not.
   
  Sprint (Ex) Once per hour, a morgechs can move up to 10 times its normal 
  speed when running or charging.
  Table 1—2: Morgech Market Prices
  Construct Name
  CR
  Materials
  Price
  Cost
  Morgech, ravager
  4
  2,000 gp
  10,000 gp
  6,000 gp
  Morgech, executor
  9
  7,000 gp
  43,000 gp
  25,000 gp
  Morgech, griever
  17
  40,000 gp
  305,000 gp
  173,000 gp
  While some of these morgechs could fit easily anywhere in a horror-themed 
  campaign, some thematically appropriate places to use them might include  
  the following:
  Mad Scientist’s Laboratory
  Morgech (ravager, executor)
  Werewolves Hunting Lodge 
  Morgech (ravager)
  Alien Cult Headquarters
  Morgech (executor)
  Ruined Palace-City of a Lich King 
  Morgech (executor, griever)
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  Morgech, Executor
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  This hulking warrior is covered in scars, scabs, and stapled seams, and everywhere a 
  deadly array of plates, blades, hooks, spikes, and burrs of steel erupt from its flesh. A 
  massive spiked flail is grafted onto one arm in place of a hand, while a flanged and 
  scorched metallic tube is mounted along its opposite forearm, attached to conduits 
  and casings running up to its shoulder. 
  Morgech, Executor
  CR 9
  XP 4,800
  N Medium construct 
  Init +5; Senses darkvision 60 ft., low-light vision, scent; Perception +13
  Defense
  AC 22, touch 14, flat-footed 18 (+4 Dex, +8 natural)
  hp 80 (11d10+20)
  Fort +3, Ref +7, Will +7
  Defensive Abilities DR 10/adamantine; Immune construct traits; Resist 
  acid 10, cold 10, fire 10; SR 19
  Offense
  Speed 30 ft.
  Melee Large +1 heavy flail +21/+16/+11 (2d8+13/17-20)
  Ranged bombs +15/+10/+5 (6d6 or special, DC 14)
  Space 5 ft.; Reach 5 ft. (10 ft. with flail)
  Special Attacks bombs
  Statistics
  Str 27, Dex 19, Con --, Int 8, Wis 18, Cha 6
  Base Atk +11; CMB +19; CMD 33
  Feats Bull Rush Strike, Combat Reflexes(B), Furious Focus, Greater Bull 
  Rush, Improved Critical (heavy flail), Improved Bull Rush, Power Attack
  Skills Acrobatics +9 (+29 jump), Climb +10, Perception +10, Stealth +10; 
  Racial Modifiers +20 Acrobatics when jumping, +4 Perception, +4 Stealth
  SQ embedded weaponry, morgech traits
  Ecology
  Environment any
  Organization solitary, pair, or squad (3-6)
  Treasure none
  Special Abilities
  Bombs (Su) An executor can launch destructive projectiles as the bombs 
  ability of an 11th level alchemist (Advanced Player’s Guide 28). All executors 
  possess the fast bombs and precise bombs discoveries. In addition, a typical 
  executor has the explosive bomb, smoke bomb, and tangle bomb discover-
  ies, though any other combination of bomb types available to an alchemist of 
  11th level is possible. An executor can launch 10 bombs per day. The save DC 
  against any of its bombs is 14. This DC is Intelligence-based.
  Embedded Weaponry (Ex) An executor’s weapons are grafted onto its body 
  and cannot be disarmed or sundered, nor can an executor be tripped by an op-
  ponent if it fails a trip maneuver with its flail. An executor’s flail is treated as a 
  two-handed weapon even though it is grafted onto a single arm; when using its 
  flail, it may hold (but not wield) items in its off hand. An executor’s weapons 
  are part of the creature and cannot be sundered. 
  Construction
  Creating an executor requires a live and healthy humanoid with Strength and 
  Dexterity of at least 15, as well as weapons, alchemical mutagenic serums, wire 
  and cables of drawn mithral and implant rods and plates of forged steel and cast 
  adamantine. These materials cost 7,000 gp. 
  In addition, each day of construction for an executor requires Heal, Knowledge 
  (nature), and Knowledge (engineering) checks, each against DC 17. An executor 
  can be created in half the normal time by increasing the DC of all skill checks 
  by 5. If any check fails, work that day is wasted (though no additional gp cost is 
  incurred). If the creator fails one or more checks on three consecutive days, the 
  humanoid being modified dies during the procedure and creation of the executor 
  fails. If this occurs, 3,500 gp of the materials cost can be salvaged for later use. 
  Other investment is lost.
  An alchemist working in concert with a character possessing the Craft Construct 
  feat can alter one of an executor’s three bomb-modifying discoveries to a 
  different bomb discovery known by the alchemist (subject to the above level 
  limit) with 1 day of work and 1,000 gp in materials to alter the executor’s 
  circuitry and firing mechanism.
  Morgech (Executor)
  CL 13th; Price 43,000 gp
  Construction
  Requirements Craft Construct, bombs class feature, bull’s strength, cat’s 
  grace, expeditious retreat, fabricate, jump, magic weapon, spell resistance, Skill 
  Craft (weapons) DC 18; Cost 25,000 gp
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  Morgech, Griever
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  This lithe warrior seems more machine than human, with four spidery arms 
  flanged with razor-like burrs. Its four-fingered hands hold deadly-thin blades and 
  two bent-jointed legs end in clamp-like metal claws. The eyes glaring out of its 
  mask-like face are all too human in their scarred sockets, while tubes and wires knit 
  its metallic chest pod to the flesh and mechanized vitals within. 
  Morgech, Griever
  CR 17
  XP 102,400
  N Medium construct 
  Init +10; Senses darkvision 60 ft., low-light vision, true seeing; Perception +15
  Defense
  AC 36, touch 20, flat-footed 36 (+10 Dex, +12 natural, +4 shield)
  hp 130 (20d10+20) 
  Fort +6, Ref +16, Will +10
  Defensive Abilities DR 15/adamantine; Immune construct traits; Resist 
  acid 10, cold 10, fire 10; SR 27
  Offense
  Speed 60 ft., climb 30 ft.
  Melee +3 keen rapier +35/+30/+25/+20 (1d6+14/15-20), 3 +3 keen rapiers 
  +35 (1d6+14/15-20) (full attack action); 4 +3 keen rapiers +31 (1d6+10/15-
  20) (standard action or attack of opportunity)
  Ranged 4 hand crossbows with +3 keen bolts +37 (1d4+7/17-20) (full attack 
  action); +33 (1d4+3/17-20) (standard action)
  Special Attacks bladesharp, multiweapon warrior (deadly defense, defensive 
  flurry +5, deft doublestrike, doublestrike, equal opportunity, perfect balance, 
  twin blades +4)
  Spell-Like Abilities (CL 20th; concentration +20)
  Constant—shield, true seeing
  Statistics
  Str 25, Dex 30, Con --, Int 14, Wis 18, Cha 11
  Base Atk +20; CMB +27; CMD 37
  Feats Bleeding Critical, Combat Reflexes(B), Critical Focus, Critical Mas-
  tery, Deadly Aim, Double Slice, Sickening Critical, Staggering Critical, Stun-
  ning Critical, Two-Weapon Rend, Weapon Finesse
  Skills Acrobatics +30 (+62 jump), Climb +20, Perception +19, Profession 
  (soldier) +20, Stealth +30; Racial Bonuses +20 Acrobatics when jumping, +8 
  Climb, +4 Perception, +4 Stealth
  SQ evasion, improved uncanny dodge, morgech traits, true deflection, un-
  canny dodge
  Gear 4 adamantine rapiers, 4 hand crossbows with 5 adamantine bolts each
  Ecology
  Environment any
  Organization solitary
  Treasure none
  Special Abilities
  Bladesharp (Su) Any slashing or piercing weapon used by a griever is treated 
  as a +3 keen weapon, including overcoming damage reduction against cold 
  iron or silver.
  Multiweapon Warrior (Ex) A griever gains the class features of the two-weap-
  on warrior archetype (Advanced Player’s Guide 109) and qualifies for feats as a 
  20th-level fighter. These features apply to all of its off-hand weapons; however, 
  deft doublestrike requires only two weapon hits to use.
  True Deflection (Su) A griever may use one or more of its arms for defense 
  rather than attack. Each arm used for defense grants it a +2 circumstance 
  bonus to the griever’s Armor Class; this stacks if multiple arms are used for 
  defense. In addition, each arm used for defense may automatically deflect one 
  ranged attack per round as a free action so that the griever takes no damage; 
  this functions as Deflect Arrows, but it can also deflect ranged natural weap-
  ons, spells, and spell-like or supernatural ranged attacks that require an attack 
  roll, including rays and other ranged touch attacks.
  Construction
  Creating a griever requires a live and healthy humanoid with Strength and 
  Dexterity of at least 19, as well as the extracted brains of two characters with the 
  Greater Two-Weapon Fighting feat (one of these can provide the body of the griever 
  if desired), as well as a body carapace and limbs of cast adamantine. Together with 
  alchemical mutagenic serums, wires and cables of drawn mithral, and biomagical 
  reinforcements, these materials cost 40,000 gp.
  In addition, each day of construction for a griever requires Heal, Knowledge 
  (nature), and Knowledge (engineering) checks, each against DC 26. A griever can 
  be created in half the normal time by increasing the DC of all skill checks by 5. If 
  any check fails, work that day is wasted (though no additional gp cost is incurred). 
  If the creator fails one or more checks on three consecutive days, the humanoid 
  being modified dies during the procedure and creation of the griever fails. If 
  this occurs, 18,000 gp of the materials cost can be salvaged for later use. Other 
  investment is lost.
  Morgech (Griever)
  CL 17th; Price 305,000 gp
  Construction
  Requirements Craft Construct, bull’s strength, cat’s grace, expeditious retreat, 
  fabricate, greater magic weapon, jump, keen edge, shield, spell resistance, true 
  seeing, Skill Craft (weapons) DC 26; Cost 173,000 gp
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  Morgech, Ravager
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  The creature before you is simultaneously sickly yet strong, an overgrown wolf or 
  hound with bulging muscles and strange barbed metallic devices embedded within 
  its flesh. Its fur is mangy, clumped, and matted, with bare, scarred patches of skin 
  showing where arcane devices and brutal surgeries have left their mark.
  Morgech, Ravager
  CR 4
  XP 1,200
  N Medium construct 
  Init +5; Senses darkvision 60 ft., low-light vision, scent; Perception +13
  Defense
  AC 19, touch 15, flat-footed 14 (+5 Dex, +4 natural)
  hp 47 (5d10+20) 
  Fort +1, Ref +6, Will +5
  Defensive Abilities DR 5/adamantine; Immune construct traits; Resist acid 
  10, cold 10, fire 10
  Offense
  Speed 60 ft.
  Melee bite +11 (1d6+6 plus trip)
  Special Attacks leap attack, pack attack
  Statistics
  Str 23, Dex 21, Con --, Int 3, Wis 18, Cha 6
  Base Atk +5; CMB +11; CMD 26 (30 vs. trip)
  Feats Combat Reflexes(B), Outflank, Paired Opportunists, Precise Strike
  Skills Acrobatics +8 (+40 jump), Perception +10, Stealth +10, Survival +5 
  (+25 when tracking); Racial Modifiers +20 Acrobatics when jumping, +5 
  Perception, +5 Stealth, +20 Survival when tracking
  SQ morgech traits
  Ecology
  Environment any
  Organization solitary, pair, or pack (3-6)
  Treasure none
  Special Abilities
  Leap Attack (Ex) As a standard action, a ravager may make a single attack 
  during a jump. It can make this attack at any point along the course of the 
  leap—the start, the end, or while in mid-air. While jumping, a ravager does 
  not provoke attacks of opportunity for leaving a threatened square.
  Construction
  Creating a ravager first requires live and healthy wolf or riding dog, as well as 
  alchemical mutagenic serums, wire and cables of drawn mithral and implant rods 
  and plates of forged steel and cast adamantine. These materials cost 2,000 gp. 
  In addition, each day of construction for a ravager requires Heal, Knowledge 
  (nature), and Knowledge (engineering) checks, each against DC 13. A ravager can 
  be created in half the normal time by increasing the DC of all skill checks by 5. If 
  any check fails, work that day is wasted (though no additional gp cost is incurred). 
  If the creator fails one or more checks on three consecutive days, the animal being 
  modified dies during the procedure and creation of the ravager fails. If this occurs, 
  1,000 gp of the materials cost can be salvaged for later use. Other investment is lost.
  Morgech (Ravager)
  CL 9th; Price 10,000 gp
  Construction
  Requirements Craft Construct, bull’s strength, cat’s grace, expeditious retreat, 
  fabricate, jump, Skill Craft (weapons) DC 13; Cost 6,000 gp
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   Bios
  Jason Nelson, started professional RPG writing in 2002 with the Save My Game 
  and Behind the Screen gamemastering advice columns for Wizards of the Coast, 
  then broadening into writing adventures for Dungeon (“Practical Magic” and “Man 
  Forever”) and several articles for Dragon. In 2008, he made the final four in Paizo’s 
  inaugural RPG Superstar competition, and since then has been a regular contributor 
  to Paizo’s adventure paths, including End of Eternity for Legacy of Fire, War of the 
  River Kings for Kingmaker, and The Hungry Storm for Jade Regent. In addition  
  to adventure writing, Jason has co-authored 10 Pathfinder Chronicles and Companion 
  sourcebooks and has written major sections of the Ennie-award winning Pathfinder 
  Chronicles Campaign setting, Gamemastery Guide, Advanced Player’s Guide, 
  Bestiary 2, Ultimate Magic, and Ultimate Combat. A devoted Christian, husband,  
  and father, and a proud gamer since 1981, Jason loves to bring hardcore old-school 
  stylings alongside inventive new creations to his contributions to Paizo and is excited 
  to be bringing the same high-concept, high-action, high-adventure attitude to 
  Legendary Games.
  Clark Peterson, founded Necromancer Games, Inc., and has the distinction of 
  being the first person to make use of the Open Game License and release content 
  compatible with Third Edition with his free, ENnie-award winning adventure, The 
  Wizard’s Amulet. Clark produced a number of key third party products for Third 
  Edition, from the famed Creature Collection and Relics and Rituals with Sword 
  and Sorcery Studios, to the indispensible Tome of Horrors series. He wrote a large 
  number of classic “First Edition Feel” adventures, from to The Tomb of Abysthor and 
  Bard’s Gate to Rappan Athuk, the world’s deadliest dungeon crawl. Clark has had the 
  pleasure of working with Gary Gygax on Necropolis, Flying Buffalo on The Wurst 
  of Grimtooth’s Traps and the honor of bringing Judges Guild’s Wilderlands of High 
  Fantasy and City State of the Invincible Overlord to the Third Edition rules. An expert 
  on the Open Game License, Clark has been a tireless supporter of open gaming. Clark 
  is also an outspoken advocate for the classic “old school” heart of gaming. A friend 
  and supporter of Paizo since its inception, Clark served as a judge for several years 
  on Paizo’s RPG Superstar competition. Legendary Games is Clark’s latest venture—an 
  all-star team of authors and designers assembled to bring you the best third party 
  support for the Pathfinder Roleplaying Game. 
  Timothy K. Wickham, some college students go to Cancun for Spring Break, while 
  others discover Role-Playing Games. Tim... belongs to the second group. After 
  finishing his education he moved to the Pacific Northwest for the coffee and stayed 
  for a career. When he’s not pushing the limits of the Print/Pixel divide he enjoys long 
  walks with his 90 pound “puppy” and culinary alchemy with his wife, Kate. At this 
  very moment he is engrossed in the latest Design Problem (ahm, ‘Challenge’) and is 
  honored for the opportunity to give form to the fiction at your game table.
  Colby Stevenson is a freelance illustrator who resides deep within the forests of 
  Connecticut. His attraction to dark worlds and the diabolic creatures that reside in 
  them has dragged him into the realm of RPGs headfirst! Completing numerous private 
  commissions for avid Pathfinder gamers, Warcraft fans and everything in-between, 
  he soon moved onto Paizo Publishing’s web fiction illustrating such stories as Lord of 
  Penance and Guns of Alkenstar. Colby has now found himself locked within the dank, 
  dungeons of Legendary Games conjuring up images and nightmares for the gaming 
  world to feed upon. When not drawing dragons, succubi or elves, Colby can be found 
  working on Music/Audio Production or reciting quotes from such films as Aliens and 
  Star Wars.
  Jason Juta is a freelance  illustrator working mainly  in the fantasy and historical 
  publishing fields. His notable clients include Wizards of the Coast, Fantasy Flight 
  Games, Paizo Publishing, Alderac Entertainment and Catalyst Game Labs. He has 
  worked on properties ranging from Star Wars, Dungeons and Dragons, and Shadowrun 
  to Lord of the Rings, Pathfinder, and Warhammer 40,000.
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  V
  
  Notice of Open Game Content: This product contains Open Game Content, as  
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Legendary Games/Gothic Horror/CC06 - Beasts of Legend - Construct Codex.pdf