Seeker

The Seeker
At its heart the Seeker is not a living thing save in the most technical of terms, it is a spirit of pure law bound to carefully shaped once human flesh crafted to hunt the enemies of the Freehold, particularly rogue mages, all those not of the Blood.

It knows neither hunger nor thirst, fear nor pity. It will not balk at pain and the only pleasure it knows is obedience. Though it is priceless to you it also serves as a grim reminder for the eldritch sins of the Valyrians of old against their fellow man and nature herself.

General Info
Medium Bio-construct

Hit Dice: 6d10+12 (45 hp)

Initiative: +1

Speed: 30 ft. (6 squares); fly 60 ft (average)

AC: 25 (+1 Dex, +4 natural, +2 heavy bone shield, +8 Mwk Plate), touch 11, flat-footed 24

Base Attack/Grapple: +6/+10

Attack: Bone longsword +10/+5 melee (1d8+4) or tentacle +10/+5 melee (paralysis)

Full Attack: Bone longsword +10/+5 melee (1d8+4) or tentacle +10/+5 melee (paralysis)

Space/Reach: 5 ft./5 ft. (10 ft. with tentacle)

Special Attacks: Bone weapon, magic disruption, paralysis

Special Qualities: Bio-construct traits, DR 5/chaotic, arcane sight, arcane consumption flesh shield, SR 18, vulnerability to chaos

Saves: Fort +8, Ref +7, Will +9

Abilities: Str 18, Dex 12, Con 15, Int 9, Wis 8, Cha 6

Skills: Profession (Torturer) +10, Listen +10, Spot +10

Feats: Alertness, Power Attack, Skill Focus -Profession (Torturer)-

CR: 5

Alignment: Lawfully Neutral

Features
Bio Construct Traits:  Bio-constructs possesses the following traits (unless otherwise noted in a creature’s entry):

Darkvision out to 60 feet.

Immune to mind-affecting effects with the charm and compulsion descriptor.

+6 save bonus vs. morale effects.

Immunity to magical sleep and possession.

Immediately destroyed when reduced to 0 hit points or less.

Since it does not have a soul, a bio-construct cannot be raised or resurrected.

Bone Weapons (Ex): Seekers have melee weapons made out of their own and bone grafted to one limb. The type of weapon it has is usually determined when the seeker is bred (see its Attack and Full Attack listing for the bone weapon it carries). Bone weapons are directly attached to arm of the seeker and as such they cannot be disarmed. They can be sundered (any damage to the bone weapon is delivered to the seeker as well). A sundered bone weapon can be reformed 2 rounds later as a move action. Bone weapons have a hardness of 5 and 1/2 the hp of a normal version of that weapon. Any part of a bone weapon that is sundered from the body of a bio-construct immediately looses cohesion and is useless mass of bone.

Magic Disruption (Su): Seekers feed upon magic. Merely touching or being touched by a seeker requires a spellcaster to make a concentration check (DC 15 + highest level prepared or spell slot available) or loose one memorized spell or daily allotment starting from highest level available.

Arcane Consumption (Su): Seekers automatically consume a portion of any continuous arcane effects of levels 0 to 2 that take place within 20 feet of them. Duration is reduced as follows:

Level 0: 1/4

Level 1: 1/2

Level 2: 3/4

Spells of third level and above are exempt to this ability

Paralysis (Ex): An Seeker’s tentacle has a paralytic slime that paralyses for 1d4+1 rounds (DC 14 Fort save).

Arcane Sight (Su): Seekers are always aware of magical auras within at 60 foot radius. Treat this as a continuously active detect magic spell.

Bone Shield (Ex): Seekers have shields made out of their own bone grafted to one limb. Bone shields(see Armor Class listing for type) are directly attached to arm of the seeker and as such they cannot be disarmed. They can be sundered (any damage to the bone shield is delivered to the seeker as well). A sundered bone shield can be reformed the seeker’s next initiative round as a move action. A bone shield have a hardness of 5 and 1/2 the hp of a normal version of that shield. Any part of a bone shield that is sundered from the body of a bio-construct immediately looses cohesion and is useless mass of bone.

Vulnerability to Chaos: Seekers are held together by the purely logical minds that drive them. As such they take half again as much (+50%) damage as normal from spells with the chaotic descriptor or weapons with the anarchic special ability, regardless whether a saving throw is allowed, or if the save is a success or failure. Spells with the chaotic descriptor ignore a seeker’s spell resistance and the Magic Disruption special ability. Magic weapons with the Anarchic special ability are immune to its Magic Disruption special ability, as are intelligent weapons with a Chaotic alignment

Saves: Seekers receive a +4 racial bonus to Will saves. Spell Resistance: A seeker’s spell resistance is equal to its Hit Dice + 12.