The demonic auto does not speak. It has the normal height and weight of the automobile it most closely resembles.
Demonic autos have the following traits:
Construct: Demonic autos are immune to mind-influencing effects and to
poison, sleep, paralysis, stunning,
disease, necromancy effects, and any effect that requires a Fortitude save unless the effect also works on objects or is harmless. They are not subject to
critical hits,
nonlethal damage, ability damage, ability drain, energy drain, or the effects of
massive damage.
Outsider Traits: While they are technically constructs, demonic autos are animated by a fell presence from beyond Shadow. They gain
skills and
feats as if they were outsiders, and they have an Intelligence score.
Damage Reduction 20/+1 (Ex): A demonic auto ignores the first 20 points of
damage dealt by a nonmagical
weapon.
Vehicle Movement: The demonic car moves as a
vehicle, not as a character. It has a top
speed of 320 squares at character
scale (32 squares at chase
scale). It maneuvers as a
vehicle, using its Drive score, and it must choose a
speed category (alley, street, highway, or all-out
speed) at the beginning of each action. The demonic auto's
speed category may increase its
Defense and penalize
skill checks.
No Limbs: The demonic auto has
no limbs and thus can't
grapple, nor can it manipulate or throw an object. However, it can open and close its car doors, hood, or trunk rapidly to make a slam attack.
Trample (Ex): The demonic auto can
trample smaller creatures by running over them. The demonic auto's
trample attack deals 2d6+9 points of
damage if traveling at alley
speed and 4d6+9 points of
damage at higher speeds. A successful Reflex save (DC 23) halves the
damage. The demonic auto takes this
damage as well, but its
damage reduction applies.
Repairable: Demonic autos cannot heal
damage on their own but can be repaired using the Repair
skill. A successful Repair check (DC 30) heals 1d10 points of
damage, and each check represents 1 hour of work. A demonic auto can repair itself.
Darkvision (Ex): Demonic autos can see in the dark up to 120 feet.
Darkvision is black and white only, but it is otherwise like normal sight, and demonic auros can function with no light at all.
Demonic Auto: CR 13; Huge
construct; HD 15d10+40; hp 102; Mas -; Init +1; Spd 400 ft. (320 squares as
vehicle);
Defense 24, touch 9, flat-footed 23 (-2 size, +1 Dex, +15 natural); BAB +11; Grap -; Atk +15 melee (1d6+9, slam); Full Atk +15/+10/+5 melee (1d6+6, slam); FS 10 ft. by 15 ft.; Reach 5 ft.; SQ
construct,
outsider traits,
damage reduction 20/+1,
vehicle movement,
no limbs,
trample (2d6+9 alley
speed or 4d6+9 at higher speeds),
repairable,
darkvision 120 ft.; AL chaos, evil; SV Fort +5, Ref +6, Will +5; AP 0; Rep +0; Str 23, Dex 13, Con -, Int 10, Wis 10, Cha 5.
Skills: Bluff +15, Drive +21, Hide +3, Navigate +18, Repair +10, Sense Motive +18, Spot +18.
Advancement: 16-25 HD (Huge); 26-45 (Gargantuan).
Advanced Demonic Auto (Semi Truck): CR 16; Gargantuan
construct; HD 26d10+80; hp 223; Mas -; Init +1; Spd 400 ft. (320 squares as
vehicle);
Defense 26, touch 7, flatfooted 25 (-4 size, +1 Dex, +19 natural); BAB +18; Grap -; Atk +25 melee (1d8+15, slam); Full Atk +25/+20/+15/+10 melee (1d8+10, slam); FS 10 ft. by 30 ft.; Reach 5 ft.; SQ
construct,
outsider traits,
damage reduction 20/+1,
vehicle movement,
no limbs,
trample (DC 33; 2d8+15 at alley
speed or 4d8+15 at higher speeds),
repairable,
darkvision 120 ft.; AL chaos, evil; SV Fort +10, Ref +9, Will +10; AP 0; Rep +0; Str 31, Dex 13, Con -, Int 10, Wis 10, Cha 5.
Skills: Bluff +22, Drive +32, Hide +10, Intimidate +19, Navigate +25, Repair +25, Sense Motive +25, Spot +29.
Possessions:
Flame job (see Chapter Four: Magic Items).