I hope you enjoy the brass belt master, and I will be back again soon with another monster. Thanks for reading!
This brass clockwork approximates a powerfully built human; it takes a sparring stance.
Brass Belt
Master CR 9
XP 6,400
N Medium construct
Init +6; Senses darkvision 60 ft., low-light
vision; Perception +19
DEFENSE
AC 24, touch 16,
flat-footed 18 (+6 Dex, +8 natural)
hp 86 (12d10+20)
Fort +4, Ref +10, Will +8
Defensive Abilities
evasion, hardness 10; Immune construct
traits, cold, electricity, fire
OFFENSE
Speed 40 ft.
Melee unarmed
strike +20/+15/+10 (2d6+7) or
unarmed strike +18/+13/+8
(2d6+5), unarmed strike +18/+13 (2d6+5)
Special Attacks
stunning fist (3/day, DC 19)
STATISTICS
Str 20, Dex 23, Con —, Int 15, Wis 18, Cha 7
Base Atk +12; CMB +17; CMD 33
Feats Alertness,
Combat Reflexes, Deflect ArrowsB, Double SliceB, Improved
Two-Weapon FightingB, Improved Unarmed Strike, Stunning Fist,
Two-Weapon FightingB, Weapon Finesse, Weapon Focus (unarmed strike)
Skills Acrobatics
+18 (+22 when jumping), Bluff –2 (+14 when feinting), Escape Artist +18,
Perception +20, Sense Motive +20; Racial
Modifiers +4 Acrobatics when jumping, +16 Bluff when feinting
Languages Common,
Dwarven (can't speak)
SQ adaptive
combatant
ECOLOGY
Environment any
land
Organization
solitary, pair, gym (3–12)
Treasure
incidental
SPECIAL ABILITIES
Adaptive Combatant
(Ex) A brass belt master can gain the benefit of one combat feat as an
immediate action or three combat feats as a swift action. The total additional
combat feats it can gain equals its Wisdom modifier (for a total of 14 feats
for a typical brass belt master). The creature can replace any of the listed bonus
feats or any of the new feats selected through this ability, but cannot replace
any of its other starting feats. Additionally, the brass belt master must meet
all the feat’s prerequisites (meaning it cannot swap out a feat that would act
as a prerequisite for a new feat), and it uses its Hit Dice as its fighter or
monk level for the purpose of qualifying for feats. If a feat’s prerequisite
level is higher than its Hit Dice, it may attempt a Wisdom check with a DC
equal to the prerequisite level to acquire the feat; on a failure, the brass
belt master may not attempt to gain the feat again for 24 hours.
A brass belt master that acquires templates which increase
its CR gains bonus feats equal to the CR increase.
Brass belt masters were clockwork sparring constructs given
sentience to increase the challenge of fighting them as opposed to the
predictability of preprogrammed automata. This sentience drove many of the
creations to seek out their own challenges as the clockwork creatures became
bored with what they saw as inferior opponents. While some were dismantled
after pitched battles, several managed to escape and form collectives in
abandoned mines or in high-altitude locations where they could train peacefully
with each other. As they began to break down or desired to create additional
brass belt masters, they realized they needed to reengage with the outside
world. Believers in fair fights and not wishing to gain infamy by forcibly
taking the materials they required, they sought to challenge worthy opponents
with the necessary metal and tools as the prize. Several became ronin,
traveling from village to village and dispatching monsters or other threats to
the villages in return for supplies. Some even wound up in the company of
adventuring fleshy creatures who proved themselves worthy in combat. Whatever
their journeys, brass belt masters find themselves returning occasionally to
the gyms they call home. While a brass belt master gym is not difficult to
find, since the clockwork creatures seem to eschew slyness, creatures following
a brass belt master to its gym typically find themselves overmatched against
the gym’s residents.