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Emerald Automaton

An eerie green glow shines through the seams of this mechanical creature’s armor.

Emerald Automaton CR 4

Source The Emerald Spire Superdungeon pg. 154
XP 1,200
N Medium construct
Init +1; Senses darkvision 60 ft., low-light vision; Perception +0
Aura electricity (5 ft., DC 12)


AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
hp 47 (5d10+20)
Fort +1, Ref +2, Will +1
DR 5/adamantine; Immune construct traits
Weaknesses magic dependent


Speed 30 ft.
Melee guisarme +10 (2d4+7/×3) or longsword +10 (1d8+5/19–20), slam +5 (1d4+2)
Space 5 ft., Reach 5 ft. (10 ft. with guisarme)


Str 20, Dex 13, Con —, Int —, Wis 11, Cha 1
Base Atk +5; CMB +10 (+12 sunder); CMD 21 (23 vs. sunder)
Feats Improved SunderB, Power AttackB
SQ proficient


Environment any
Organization solitary, pair, or squad (3–8)
Treasure incidental (guisarme, other treasure)

Special Abilities

Electricity Aura (Su) An emerald automaton reduced to half its hit points or fewer emits hazardous energy from its damaged magical battery. Any non-construct creature that ends its turn within 5 feet of a damaged emerald automaton takes 1d10 points of electricity damage (Reflex DC 12 negates). The save DC is Constitution-based.

Magic Dependent (Su) An emerald automaton is partially powered by magic. When deprived of magic, the automaton is affected as if it were exhausted. The automaton’s magic can be cut off by antimagic, or suppressed by a dispel magic or mage’s disjunction effect as if it were a magic item.

Proficient (Ex) An emerald automaton is proficient with all simple and martial weapons.


Like other constructs, an emerald automaton is a mindless, unliving machine that exists only to follow the orders of its creator. It is a capable soldier and can wield almost any weapon its creator chooses to provide it, fighting until it or its target is destroyed.

In combat, emerald automatons often wield polearms and make use of their reach. When multiple automatons are fighting together, it’s common for one to sunder a target’s shield or weapon and the rest to gang up against the target. Getting inside the reach of an emerald automaton is no guarantee of safety—the constructs are quite strong, and can strike with a powerful slam attack at need. When badly damaged, an emerald automaton begins to emit crackling green sparks of electricity that can severely shock nearby creatures.


An emerald automaton begins as an articulated iron frame connected with thick copper wiring, and is then covered by armored plates. These materials cost at least 500 gp. The creator must then use a fist-sized shard of crystal from the Emerald Spire as the automaton’s main battery, placing it in the construct’s hollow chest.

Emerald Automaton

CL 6th; Price 12,000 gp


Requirements Craft Construct, lesser geas, shocking grasp, creator must be caster level 6th; Skill Craft (armor) DC 20; Cost 6,500 gp