A short and stocky figure clad in battered spiked half-plate without a discernible head wields a wicked halberd.
CR 5; XP 1,600
CN Medium Outsider (battlewrought, chaotic, extraplanar)
Init +0; Senses darkvision 60 ft., low-light vision; Perception +9
AC 18, touch 10, flat-footed 18 (+8 armor)
hp 52 (5d10+25); regeneration 5 (cold iron or lawful)
Fort +7, Ref +4, Will +4
Defensive Abilities constructed, immovable; DR 5/adamantine or lawful; Resist cold 10, electricity 10, fire 10
Weakness rust vulnerability
Speed 20 ft.
Melee halberd +10 (2d8+6, x3) or armor spikes +9 (1d6+4)
Special Attack victorious charge
Spell-Like Abilities (CL 5th, concentration +4)
At will—expeditious excavation
1/day—summon (level 3, 1 bolter battlewrought)
Str 18, Dex 10, Con 12, Int 9, Wis 13, Cha 9
Base Atk +5; CMB +9; CMD 23
Feats Dirty Fighting, Furious Focus, Great Fortitude, Iron Will, Power Attack, Weapon Focus (halberd)
Skills Climb +6, Intimidate +8, Knowledge (engineering) +7, Perception +9, Profession (soldier) +9
Language Abyssal, Celestial, Infernal; truespeech
Organization a pair or a band (3-12)
Immovable (Ex): A battlwrought grunt has a +4 racial bonus to CMD. It also gains a +4 racial bonus to saving throw against effects that would knock down or move it against its will.
Rust Vulnerability: A grunt affected with rust-inducing effect has its regeneration suppressed for the duration of the effect. Instantaneous rust effects suppress the regeneration for 1 round.
Victorious Charge (Ex): When a battlewrought grunt drops an enemy below 0 hit points, it can charge as an immediate action, even if it already charged on its turn.
Grunts are the core of the battlewrought troops—stubborn, relentless, faceless figures devoid of individual personality, desires, fears, or hate. They are taciturn, speaking only when it is absolutely needed—responding to orders or reporting to superiors.
Many conjurers, commanders, and planewalkers mistook that stoic facade for a sign of ordered mind. While battlewrought grunts are perfectly capable of fighting in ranks, following orders, and using tactics, they are chaos of war made corporeal, willing to battle anyone, anywhere, anytime. They can change the side during the battle at their commander's whim (of if the commander fails to control the troops)without mercy or regard for their former comrades-at-arms.
The war incarnate, the spiritual debris of endless battles, the battlewrought are embodiment of conflict itself. While they appear to be husks made of discarded armors, broken weapons, and pieces of ancient siege engines, they are animated with a living force, spirits formed from out of the raw chaos of war.
Battlewrought Subtype: Battlewrought are spirits of war inhabiting shells made of shattered arms and armor. They have following traits.
Body Weaponry (Ex): All the weapons, shields, and armors used by battlewrought are parts of its body. They cannot be disarmed or removed. They can be sundered but they regenerate in 1 round if broken or 1d4+1 rounds if destroyed.
Constructed (Ex): Although battlewrought are living outsiders, their bodies are constructed of physical components, and in many ways function like constructs. For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), battlewrought count as both outsiders and constructs. They are immune to death effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Battlewrought are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. They are not at risk of death from massive damage. They have bonus hit points as constructs of their size.
Saves: A battlewrought good saves are Fortitude and Reflexes.
Skills: A battlewrought counts Acrobatics, Intimidate, Knowledge (engineering), and one Profession skills related to war and its specific role such as siege engineer, soldier, teamster, or sailor as its class skills in addition to regular Outsider class skills.
Regeneration (Ex): All battlewrought have regeneration, usually suppressed by cold iron or lawful effects. The amount regenerated varies between battlewrought.
Truespeech (Su): A battlewrought can speak with any creature that has language as if using tongues (caster level 14th). This ability is always active.
Wrought For Battle (Ex): A battlewrought racial HD counts as fighter levels when meeting prerequisites of combat feats. A battlewrought gains bonus combat feats as if its racial HD were fighter levels.