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Extinguishinator
The conical, red-painted body of this human-sized machine is covered with brass knobs and occasional angular ridge. A single clawed arm extends from its side.
CR 7; XP 3,200
LN Medium Construct
LN Medium Construct
Init +6; Senses darkvision 60 ft., low-light vision, fire warning; Perception +12
Defense
AC 20, touch 14, flat-footed 18 (+2 deflection, +2 Dex, +6 natural)
hp 85 (10d10+30)
Fort +6; Ref +10; Will +10
AC 20, touch 14, flat-footed 18 (+2 deflection, +2 Dex, +6 natural)
hp 85 (10d10+30)
Fort +6; Ref +10; Will +10
Defensive Abilities enhanced durability 1, enhanced protection 2; DR 5/—; Immune construct traits; Resist cold 30, fire 30
Weakness vulnerable to acid
Offense
Speed 30 ft., float
Speed 30 ft., float
Melee clawed arm +12 (2d6+3)
Special Attacks snow spray (30-ft. cone, 10d4 cold and blindness, DC 17 partial)
Statistics
Str 14, Dex 14, Con —, Int 11, Wis 15, Cha 11
Base Atk +10; CMB +12; CMD 26
Str 14, Dex 14, Con —, Int 11, Wis 15, Cha 11
Base Atk +10; CMB +12; CMD 26
Feats Combat Reflexes, Improved Initiative, Iron Will, Lightning Reflexes, Run
Skills Perception +12, Profession (firefighting) +12
Ecology
Environment any
Organization solitary, pair, or squad (3–12)
Treasure standard
Special Abilities
Environment any
Organization solitary, pair, or squad (3–12)
Treasure standard
Special Abilities
Enhanced Durability 1 (Ex) Extinguishinators have +1 racial bonus to their saving throws and 1 additional hit point per HD.
Enhanced Protection 2 (Ex) Extinguishinators have +2 deflection bonus to AC and +2 resistance bonus to saving throw.
Fire Warning (Ex) Extinguishinators can sense presence of fire magic and intense mundane fires from up to a mile away. They can pin-point fire-based magic effects and items, as well as creatures with fire subtype from up to 60 feet as if they were using blindsense. They can always make untrained Knowledge and Spellcraft checks to identify fire-based magic effects and items, hazards, and creatures with fire subtype. They get a racial bonus equal to half their HD to all such checks.
Float (Ex) Extinguishinators float a few inches over the ground or water while moving, ignoring difficult terrain and moving over water or other surface that should not support their considerable weight. Extinguishinator that is knocked prone requires a full-round action to spring back to vertical position, but does not provoke attacks of opportunity while doing so.
Snow Spray (Ex) Extinguishinators main firefighting tool and weapon is a spray of intensely cold white mist that suppresses fire and drains heat within 30-ft. cone-shaped spread, dealing 10d4 points of cold damage and blinding for 1 round. A successful Reflex saving throw (DC 17) halves the damage and prevents blindness. The saving throw DC is Dexterity-based.
Extinguishinators are machines on an universal crusade against fire itself. They travel the worlds extinguishing all the fires they come across, destroying fire-based items, and eliminating creatures of fire. While they don't bear actual ill will toward living beings, they also show little understanding for necessary use of fire, such as warming houses in colder climates, cooking food, or metalworking–if fire burns, it must be extinguished.
Scorchinators (CR 7) are a splinter faction of extinguishinators, which seek to to fight fire with fire–literally. They are waging an aggressive campaign of defeating fire by controlled burning of anything that could possibly burn, leaving behind only ashes. They have a flame spray instead of snow spray, having replaced cooling foam with quick-burning gas, which deals 10d6 points of fire damage, but causing no blindness, and their melee attacks have fire-bane property, receiving +2 enhancement bonus to attack and damage, and dealing 2d6 points of bonus damage against all creatures with fire subtype.
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