A demonic machine has the normal dimensions, weight, and appearance of its mundane counterpart, and to all outward appearances, it is a perfectly normal machine. Any sort of device that has sufficiently dangerous
moving parts-a printing press, a farm combine, an industrial shredder, or the like-is an excellent candidate for fiendish possession.
Charm Person
(Sp): Once per day, as a
full-round action, the demonic machine can use
charm person (manifester level 5th; save DC 8).
Construct: A demonic machine has the traits and immunities common to constructs. Unlike most constructs, however, it has an Intelligence score supplied by the demonic force that animates it.
Damage Reduction 10/+1 (Su): A demonic machine ignores the first 10 points of
damage dealt by any nonmagical weapon. In campaigns without magic
weapons, the GM can either disregard the demonic machine's
damage reduction or apply it only to certain types of
weapons (ballistic, bludgeoning, piercing, slashing, or sonic/concussion).
Feats: Though technically a
construct, a demonic machine is animated by a fell presence from beyond Shadow. It gains
feats as an
outsider (1, plus 1 feat per 4 HD beyond 1 HD).
Grind (Ex): A demonic machine may make a
grind attack (at its normal
attack bonus) against a grappled
creature, dealing double claw
damage plus its Strength modifier.
Improved Grab (Ex): To use this
ability, the demonic machine must hit an opponent at least one
size category smaller than itself with its claw attack. If it gets a hold, it automatically deals claw
damage each round that the hold is maintained, and it can
grind in the next round.
Machine Possession: The animating force in a demonic machine is a demon from beyond Shadow. This
creature can, at any time, choose to abandon one machine as a free action and possess another as an
attack action.
Skills: A demonic machine gains
skills as if it were an
outsider (8 + Int modifier per HD).
Demonic Machine: CR 5; Large
construct; HD 5d10+15; hp 42; Mas -; Init +3; Spd 30 ft.;
Defense 13, touch 8, flat-footed 13 (-1
size, -1 Dex, +5 natural); BAB +3; Grap +12; Atk +7 melee (1d6+5, claw); Full Atk +7 melee (1d6+5, 2 claws); FS 10 ft. by 10 ft.;
Reach 5 ft.; SQ
construct,
damage reduction 10/+1,
improved grab,
grind (2d6+5),
machine possession; AL evil; SV Fort +1, Ref +0, Will +1; AP 0; Rep +0; Str 20, Dex 8, Con -, Int 10, Wis 10, Cha 5.
Skills: Bluff +5, Listen +10, Sense Motive +8, Spot +10.
Advancement: 6-7 HD (Large); 8-15 HD (Huge).
Advanced Demonic Machine (industrial shredder): CR 8; Huge
construct; HD 8d10+20; hp 64; Mas -; Init +1; Spd 30 ft.;
Defense 14, touch 6, flat-footed 14 (-2
size, -2 Dex, +8 natural); BAB +6; Grap +23; Atk +13 melee (2d4+9, claw); Full Atk +13 melee (2d4+9, 2 claws); FS 15 ft. by 15 ft.;
Reach 10 ft.; SA
improved grab,
grind (4d4+9); SQ
construct,
damage reduction 10/+1,
improved grab,
grind, possession; AL evil; SV Fort +2, Ref +0, Will +2; AP 0; Rep +0; Str 28, Dex 6, Con -, Int 10, Wis 10, Cha 5.
Skills: Bluff +11, Listen +16, Sense Motive +14, Spot +16.