Robot, Myrmidon (CR 13/MR 5)

This metallic creature has pincer-tipped arms and a single red eye–it flies with eerie grace via blasts of fire from its back.

Mythic Myrmidon (CR 13/MR 5)
XP 25,600
Pathfinder Campaign Setting: Inner Sea Bestiary
N Large construct (mythic, robot)
Init +7; Senses darkvision 60 ft., low-light vision, superior opticsMA; Perception +20


AC 31, touch 12, flat-footed 28 (+3 Dex, +19 natural, -1 size)
hp 227 (15d10+80 plus 65 hp force field)
Fort +10, Ref +13, Will +10
Defensive Abilities field boostMA, hardness 10, resilient; DR 10/epic; Immune cold, construct traits
Weaknesses vulnerable to critical hits, vulnerable to electricity


Speed 20 ft., fly 90 ft. (perfect)
Melee 2 claws +23 (1d6+9 plus grab), 2 quantum lashes +23 touch (1d10 force/17-20)
Ranged integrated laser rifle +17 touch (2d10 fire)
Space 10 ft.; Reach 5 ft. (20 ft. with quantum lash)
Special Attacks combined arms, constrict (1d6+9), entropic eliminationMA, mythic power (5/day, surge +1d8), overloadMA, quantum shiftMA, rocketsMA

Spell-Like AbilitiesMA (CL 15th; concentration +16)
At will-dimension door (self plus 50 lbs. of objects only)


Str 29, Dex 17, Con —; Int 12, Wis 14, Cha 1
Base Atk +15; CMB +25 (+29 grapple); CMD 38 (can’t be tripped)
Feats Combat ReflexesMF, Flyby Attack, Great FortitudeMF, Improved Critical (quantum lash), Improved Initiative, Lightning ReflexesMF, Point Blank Shot, Precise Shot
Skills Fly +27, Knowledge (engineering) +19, Perception +20
Languages Common
SQ technological


Environment Any
Organization solitary or unit (2-6)
Treasure none

Special Abilities

Combined Arms (Ex) When taking a full-attack action, a myrmidon can attack with its melee attacks and its integrated ranged attacks simultaneously.

Entropic Elimination (Ex) Three times per day as a full-round action, a mythic myrmidon can make a ranged touch attack at a target 100 feet. On a hit, the target is enveloped in a shimmering violet field of energy that acts as a targeted dispel magic followed by disintegrate (DC 18 Fortitude), with an effective caster level of 10th. If the mythic myrmidon expends one use of its mythic power, it can increase its effective caster level to 15th and gain the effect of greater dispel magic. A mythic myrmidon also may expend one use of its mythic power to increase the effect of either dispel magic (or greater dispel magic) or disintegrate to the mythic version of the spell. If the mythic myrmidon expends two additional uses of mythic power, both effects are treated as the mythic versions of the spells. The save DC is Intelligence-based.

Field Boost (Ex) As an immediate action, a mythic myrmidon can boost the power of its force field. For each use of mythic power expended, the force field’s hit points are increased by 2 times the mythic myrmidon’s CR. The force field’s hit points cannot exceed 5 times the mythic myrmidon’s CR (65 hp for most mythic myrmidons) at any one time through the use of this ability. Using this ability reactivates the force field if it has already collapsed.

Laser Rifle (Ex) A myrmidon’s head-mounted laser rifle has a range increment of 250 feet.

Overload (Ex) As a swift action, a mythic myrmidon can double the damage of its quantum lash and laser rifle attacks until the end of its turn, after which it cannot use these attacks until the end of its next turn. Using this ability reduces the myrmidon’s force field by 20 hit points. If this reduces its force field to 0 hit points, or if its force field was inactive, the mythic myrmidon takes any remainder as electricity damage.

Quantum Lash (Ex) A myrmidon’s tentacles are melee touch attacks with a critical threat range of 19-20 and deal force damage on a successful hit. They gain no damage bonus from Strength or Power Attack. A quantum lash bypasses the hardness of force effects, and if the myrmidon strikes a force effect (including a creature using an effect like mage armor or shield) with 2 or more quantum lashes it disrupts that force effect as a targeted dispel magic (caster level 11th). A technological force field, as used by a robot or similar creature or object, struck by 2 or more quantum lashes is suppressed for 1d10 rounds (DC 18 Fortitude negates). This save DC is Intelligence-based.

Quantum Shift (Ex) A mythic myrmidon can use dimension door (caster level 15th) at will, though this is a technological effect and not magical. It can expend one use of mythic power to use this ability as a swift action, while retaining the ability to take any actions it has remaining on its turn; opponents are flat-footed against the first attack a mythic myrmidon makes in the same round after using such a quantum shift.

Resilient (Ex) Myrmidons receive a +3 racial bonus on all saving throws.

Rockets (Ex) As a standard action, a myrmidon can launch a rocket with a range of 800 feet. On impact, the rocket explodes in a 30-foot-radius burst for 6d6 points of fire damage and 6d6 points of bludgeoning damage to all creatures and objects in the area (Reflex DC 18 half ). When launching a rocket, a mythic myrmidon can expend one use of its mythic power to increase the save DC by 5 or increase damage from the rocket by 50%. It may instead choose to expend two uses of its mythic power to deal maximum damage with the rocket, or to increase the rocket’s blast to a 60-foot-radius burst. A fully stocked myrmidon carries five rockets. It can rebuild expended rockets at the rate of one every 12 hours, using scrap metal and other scavenged components. This save DC is Intelligence-based.

Superior Optics (Ex) Myrmidons see invisible creatures or objects as if they were visible.

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