Aballonian CR 7
N Medium construct
Init +2; Senses darkvision 60 ft., low-light vision; Perception +10
AC 20, touch 12, flat-footed 18 (20)
Fort +3, Ref +7, Will +5
DR 5/adamantine; Immune construct traits
Weaknesses sunlight dependency
Speed 40 ft., climb 20 ft.
Melee 2 claws 4/‘19–20 plus grab)
Ranged spark +’12 touch (2d6 electricity)
Str 19, Dex 14, Con —, Int 17, Wis 10, Cha 11
Base Atk ‘18 grapple); CMD 26
Feats Improved Critical (claw), Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (claw)
Skills Acrobatics +12 ’(’+’16 when jumping), Climb +22, Knowledge (engineering) +13, Perception +10, Stealth +12
Languages Common; shortwave 100 ft.
Modify chassis to gain a burrow, climb, or swim speed of 60 feet. This ability may be taken multiple times. Its effects do not stack. Each time it is taken, it applies to a new movement type.
An Aballonian can communicate with nearby Aballonians via invisible waves. This functions as telepathy 100 ft., but only with other Aballonians. In combat, if any allied Aballonians within range can act in a surprise round, all of them can.
As a standard action, an Aballonian can launch an arc of electricity at a nearby creature. This attack has a range of 20 feet with no range increment. In addition, whenever an Aballonian makes a check to maintain a grapple, it can use its spark attack against the creature it is grappling as a free action.
Sunlight Dependency (Ex)
Aballonians gain their energy from light. In areas of darkness, they gain the sickened condition.