CREATURE 2
Perception +6; low-light vision
Languages Common (Can Speak Pre-Recorded Phrases Only)
Skills Acrobatics +7, Athletics +9, Performance +6
Str +3 Dex +1 Con +0 Int -5 Wis +0 Cha +2
AC 17; Fort +8, Ref +11, Will +4
HP 33; Immunities bleed, death effects, disease, doomed; Weaknesses electricity; Resistances physical 3 (except adamantine)
Haywire A severely damaged mechanical carny has a chance of malfunctioning. If a mechanical carny has 15 or fewer Hit Points at the start of its turn, it must succeed at a DC 5 flat check or go haywire. A haywire mechanical carny wildly attacks the nearest living creature, or the nearest object if no creatures are nearby. It takes a –1 circumstance penalty to Strikes but deals an additional 1d6 bludgeoning damage plus Knockdown. This effect lasts 10 minutes or until the mechanical carny is destroyed.
Speed 25 feet
Melee spring-loaded fist +11 (nonlethal, reach 10 feet), Damage 2d4+4 bludgeoning
Melee headbutt +11, Damage 2d4+4 bludgeoning
Extinction Curse #1: The Show Must Go On, page 86.
Open Mechanical Carny in the interactive creatures list or browse all creatures starting with M.