DEMONIC MACHINE

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.
Species Traits
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.
Feats: Alertness, Improved Initiative.
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.
Feats: Alertness, Improved Initiative.