Abandoned machina from ages past. Its Electrocute attack inflicts severe lightning damage.
Machina Soldier (CR 6)
XP 2,400
N Small Construct (Machina)
Init +2; Senses Darkvision 60 ft., low-light vision; Perception +11
DEFENSE
AC 18, touch 13, flat-footed 16 (+2 dex, +5 natural, +1 size)
hp 62 [98] (8d10+18)
Fort +4, Ref +4, Will +2
DR 5/magic; Immune construct traits
Weakness critical hits, lightning
OFFENSE
Speed 30 ft.
Melee 2 Gores +10 (1d6+4)
Special Attacks Critical Attack, Impale
STATISTICS
Str 19, Dex 14, Con -, Int 3, Wis 11, Cha 1
Base Atk +8; CMB +11; CMD 23
Feats Great Fortitude, Improved Natural Attack (Gore), Skill Focus (Perception), Toughness
Skills Perception +11
SPECIAL ABILITIES
Critical Attack (Ex)
Once every 1d3 rounds as a standard action, the machina ranger can inflict more pain than normal. If they succeed at hitting with their gore attack, the damage is 1d6+4 x 1.5 for total damage.
Electric Shock (Su)
A machina soldier can send an electric jolt at a single target within 5 feet. This attack deals 2d8 points of lightning damage to the target and a successful Reflex save (DC 16) halves the damage. Blue mages may learn this ability as a 2nd level spell (Knowledge: Engineering or Technology DC 19).
Impale (Ex)
When charging, a machina ranger deals double damage with gore.