Archives of Nethys

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Source Construct Handbook pg. 21
Automatons are lawful neutral constructs with the extraplanar subtype. An automaton has the following traits (unless otherwise noted in a creature’s entry).
  • Darkvision 120 feet and low-light vision.
  • Immunity to electricity.
  • Resistance to cold 10 and sonic 10.
  • Most automatons are resistant to magic. Such an automaton has SR equal to 11 + its CR.
  • Telepathy.
  • An automaton is proficient with its natural weapons, all simple weapons, and all weapons mentioned in its entry.
  • An automaton’s natural weapons, as well as any weapons it wields, are treated as lawful and magic for the purpose of overcoming damage reduction.
  • Automaton Core (Ex): All automatons are powered by a planar core infused with life energy. A destroyed automaton leaves behind an <%MAGIC.ARTIFACT%Automaton Core">automaton core, which can be harvested with a successful Spellcraft check.
  • Intelligent Construct (Ex): Automatons are intelligent constructs and can take class levels, can gain feats, and can gain class skills and additional skill points. An automaton gains a number of skill points equal to 4 + its Intelligence modifier (minimum 1) per Hit Die. The following are class skills for automatons: Climb, Craft, Diplomacy, Fly, Intimidate, Knowledge (all), Perception, Sense Motive, Spellcraft, Stealth, and Use Magic Device.
  • Vulnerable Mind (Ex): Automatons are not immune to mind-affecting effects.

Automaton Cores

Although the bodies of automatons are wonders in and of themselves, the true technological marvels they bear are the automaton cores that power these constructs. The secret to the creation of automaton cores has since been lost to time, but each core contains a spark of consciousness from a particular individual, combined with a significant portion of planar energy. These two components are merged using powerful magical energy to form a core of seemingly limitless arcane potential that powers an automaton. This energy courses throughout an automaton’s body, powering the construct and completing an internal connection that allows the individual automaton’s consciousness to remain active.

Powering an automaton with a core other than its original core can cause a conflict with the consciousness stored within the body. The two different individuals may engage in a mental struggle as each attempts to wrest control of the body from the other. This usually leads to one individual consciousness overpowering the other, but it occasionally creates a new, shared consciousness wherein the two individuals meld to form a single new entity with shared memories.

Removing an automaton core from a destroyed or willing automaton is a laborious and risky process that requires a number of hours equal to half the automaton’s CR. After this time, the remover must attempt a Spellcraft check with a DC equal to 20 + the automaton’s CR. On a success, the automaton core is removed and can be used normally. On a failed check, the removal attempt is unsuccessful and cannot be attempted again for 24 hours. Failing this check by more than 5 causes damage to the core and reduces its total number of spell points by 1. Returning a core to an inactive automaton’s body to restore the creature requires another Spellcraft check with the same DC. If the consciousness in the body and the core are incompatible or unwilling to meld, the two attempt an opposed Charisma check. The winner of the opposed roll takes over as the dominant consciousness, but it may find itself opposed again later.


Champion Automaton (CR 10), Familiar Automaton (CR 2), Master Automaton (CR 20), Sharpshooter Automaton (CR 15), Stalker Automaton (CR 5)