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Herald, Latten Mechanism

This clockwork termite is the size of a rhinoceros and has an oversized head with a humanoid face on it. Multiple apertures along its body sprout tool-wielding limbs, and a human-sized hatch on its abdomen chitters and clicks like a menacing maw.

Latten Mechanism CR 15

Source Pathfinder #86: Lords of Rust pg. 84
XP 51,200
N Large construct (extraplanar, heraldISG)
Init +8; Senses darkvision 60 ft., low-light vision; Perception +22

Defense

AC 31, touch 13, flat-footed 27 (+4 Dex, +18 natural, –1 size)
hp 147 (18d10+48); fast healing 10
Fort +8, Ref +12, Will +12
DR 10/adamantine and magic; Immune acid, construct traits; Resist cold 30, fire 30; SR 26

Offense

Speed 40 ft., burrow 20 ft., climb 20 ft.
Melee bite +27 (6d8+13 plus grab and 6d8 acid or electricity)
Space 10 ft., Reach 10 ft.
Special Attacks breath weapon (120-ft. line, 12d8 acid or electricity damage, Reflex DC 19 half, usable every 1d4 rounds), constrict (6d8 plus 6d8 acid or electricity), entrap (DC 19, 1d10 rounds, hardness 8, hp 20), lyre of building
Spell-Like Abilities (CL 18th; concentration +23; save DCs are Intelligence-based)
At will—dimension door, make whole, move earth, rapid repairUM, soothe constructUM
3/day—control constructUM, fabricate, haste, lightning bolt (DC 18), major creation, slow (DC 18), unbreakable constructUM, wall of iron

Statistics

Str 29, Dex 19, Con —, Int 21, Wis 18, Cha 16
Base Atk +18; CMB +28; CMD 42 (50 vs. trip)
Feats Cleave, Combat Expertise, Combat Reflexes, Great Fortitude, Gunsmithing, Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Stand Still, Toughness, Weapon Focus (bite)
Skills Climb +18, Craft (any one) +23, Disable Device +22, Knowledge (engineering) +23, Knowledge (religion) +23, Perception +22, Sense Motive +13, Spellcraft +22, Use Magic Device +12
Languages Abyssal, Celestial, Common, Draconic, Infernal
SQ always armed, change size, create soldiers, double damage against objects, emissary, integrated masterwork tools, master of crafting

Ecology

Environment any (Axis)
Organization solitary or team (herald plus 1d6 clockwork soldiers and 1d6 clockwork servants)
Treasure standard

Special Abilities

Change Size (Su) Latten Mechanism can change its size to Huge, Large, or Medium as a standard action, as if using enlarge person or reduce person. This change lasts until it changes size again or is killed.

Create Soldiers (Ex) Once per day, Latten Mechanism can create up to four clockwork soldiers (Pathfinder RPG Bestiary 3 57). These soldiers serve it for 1 hour, after which they break down into their component parts.

Double Damage Against Objects (Ex) If Latten Mechanism makes a full attack against an object or structure, it deals double damage.

Integrated Masterwork Tools (Ex) Latten Mechanism can extend additional limbs from its body that end in masterwork tools suitable for any Craft skill it has ranks in.

Lyre of Building (Su) Latten Mechanism has all of the abilities of a lyre of building (Pathfinder RPG Core Rulebook 522), with the same limitations as that item.

Master of Crafting (Ex) Latten Mechanism can spend 10 minutes reconfiguring itself to allocate its 18 ranks in the Craft skill to any specific Craft skills in any combination. For example, it can allocate 9 ranks in Craft (armor) and 9 ranks in Craft (clockwork). All Craft skills are class skills for Latten Mechanism.

Description

Latten Mechanism is a defender of constructs and crafters, a living siege engine who prefers the solitude of research and invention to the distractions of battle. Given a massive insectile form to allow it to perform all of its necessary functions, Latten Mechanism’s only humanlike feature is the androgynous face built into the top of its insectile head. Able to tear open castle gates, create iron walls, scoop up enemies and crush them in its body, reshape the very earth it stands on, and form complex objects out of raw materials or thin air, Latten Mechanism is a versatile engine of creation and destruction guided by a mechanical conscience that values constructs as much as it does intelligent living creatures.

The herald sees itself as a protective parent of all constructs, especially intelligent ones, and never uses its powers to destroy artificial beings unless it has no other choice; it prefers to neutralize or sideline these opponents until it has the opportunity to reprogram or repurpose them. Much as a true champion of freedom loathes charm spells for temporarily enslaving a person’s free will, Latten Mechanism believes spells such as control construct are a violation of a sentient construct’s free will, and only uses them as a last resort to peacefully end a threat. When confronted by a dangerous construct in an enemy’s service, Latten Mechanism has been known to render the construct helpless and flee with it, returning to deal with the construct’s master at a later time. The herald is a legend among intelligent constructs, and many come to Brigh’s faith after witnessing or experiencing its generosity and leniency.

The herald doesn’t speak in battle, as it prefers to fool its opponents into mistaking it for a mindless clockwork foe. Outside of combat, it’s curious about its allies’ inventions and crafting projects, and it can provide many insights into how the ally might overcome various obstacles to achieve greater successes (although it sometimes needs a few minutes to update its mind with knowledge suitable for the conversation). It can speak equally well out of its termite or humanoid mouth, and sometimes uses both in the same conversation, adding deep emphasis to certain words with its inhuman vocal apparatus. Both voices have a metallic, echoing twang.

The herald’s proper name is Latten Mechanism, although it answers to either part of its name individually, or even if its name is used as a title (“the Latten Mechanism”). Its programming allows it to recognize flattery, insults, and threats, although it doesn’t really understand the motivations for such things. The easiest way to anger it is to treat it like an unfeeling, unthinking machine or suggest that it could be parceled into useful parts (in the same way that a dragon would object to a casual discussion of how its hide could be made into armor).

Ecology

Latten Mechanism is a created being that has no need to eat or drink. Though it has a need for occasional maintenance to prevent its delicate mechanical parts from seizing up or breaking down, it’s effectively immortal. It has no need to reproduce, but it treats all constructs it builds (even the temporary ones) as beloved pets, and is saddened if they are damaged, destroyed, or otherwise compromised. It feels kinship toward mortals who create constructs, so long as those creators are respectful toward their inventions.

The herald has no particular attachment to any mortal race or country, although it has spent more time among humans and the people of Alkenstar than any other kind or place. It holds neither aversion nor affinity to undead creatures—it considers reusing dead body parts to create new entities essentially similar to reusing metal or wood from a destroyed construct to repair or build another.

Because it became self-aware only when Brigh built it out of inanimate parts, it has no fear of death—for it, death is the same as the state of non-consciousness it existed in before its activation. If it was destroyed, but Brigh needed its abilities once more, the goddess would recreate and reawaken it; from the herald’s perspective, this wouldn’t even be an interruption of its consciousness.

Latten Mechanism has a fondness for small clockwork objects and wind-up toys, such as rolling carts, hopping animals, and music boxes. It collects these treasures much the way noble’s child might collect elaborate dolls. A priest who offers such a thing as part of a payment when the herald is called is likely to gain the herald’s support, especially if the device features a clever mechanism, such as a dragon toy that utilizes a smokestick to create a miniature breath weapon, or a mechanical spider that utilizes a tanglefoot bag to catch bugs with tiny bursts of sticky webbing.

Habitat & Society

The herald spends most of its time on Axis mixing with Brigh’s other servitors and pursuing its own research projects. It enjoys the company of axiomites and inevitables, respecting their non-biological anatomies and ever curious about their devotion to law. It sometimes directly intervenes in the mortal world by soothing a rampaging construct that might accidentally kill a genius inventor, but otherwise limits its interactions to those commanded by Brigh.

Among the servitors of Brigh, Latten Mechanism is admired for its crafting skills and devotion to all artificial creatures. Some servitors who become melancholy and long to become true flesh beings seek counsel from the herald, hoping to gain a better appreciation of their mechanical bodies and the uniqueness of their souls.

Creatures in "Herald" Category

NameCR
Arcanotheign15
Basileus15
End's Voice15
Gravedragger15
Great Elder Iuu15
Hand of the Inheritor15
Latten Mechanism15
Lawgiver15
Mother’s Maw15
Mother's Maw15
Night Monarch15
Personification of Fury15
Steward of the Skein15
Sunlord Thalachos15
Tarrasque25
Thais15
The First Blade15
The Grand Defender15
The Grim White Stag15
The Menotherian15
The Old Man15
The Prince in Chains15
The Spirit of Adoration15
The Stabbing Beast15
Yethazmari15

Herald

Source Inner Sea Gods pg. 274
Heralds are a special class of unique, godly servants. With few exceptions, each of Golarion’s deities has its own herald, a favored minion that serves as a messenger and emissary throughout the planes. Creatures of myth, the heralds’ interventions on the Material Plane mark lives and are events of legend.

Heralds are unique outsiders of approximately CR 15 with 18 or fewer Hit Dice, making them available for summons via greater planar ally. Only a deity’s worshipers can summon its herald; thus, even the most powerful worshiper of Sarenrae can never summon the herald of Iomedae. In addition, only divine spellcasters can summon heralds, preventing arcane casters and spells like planar binding from effectively calling upon such beings. Even if a character proves powerful enough to call out to a herald, a deity has the final say in whether or not its emissary answers a worshiper’s summons, granting its herald’s service only to followers in the most extreme need or whose acts directly further its will.

Herald Subtype: Heralds are unique representatives of their respective gods and sometimes have a specific outsider subtype such as “devil” or “psychopomp” that grants it additional abilities. A herald has the following traits.
  • Always Armed (Su) Heralds can summon their signature weapon as a standard action. If its herald doesn’t have a signature weapon, it can summon any nonmagical weapon as a standard action (including adamantine, etc.); the weapon disappears if it leaves the herald’s grasp.
  • Emissary (Ex) Heralds can always be summoned by the faithful using greater planar ally or gate, regardless of limitations of that spell, even if it’s not an outsider.