Medium natural animate (blind, construct)
Level 13 Lurker XP 800
Initiative +12 Senses Perception +10; blindsight 10
HP 108; Bloodied 54
AC 26; Fortitude 26, Reflex 22, Will 24
Immune disease, poison
Iron Jaws (standard, at-will)
+18 vs AC; 1d12+8 damage.
Clampdown (standard, at-will)
+16 vs Reflex; 2d12+8 damage, and the target is grabbed and takes ongoing 10 damage until it escapes. The grab ends if the scythejaw attacks or fails to sustain the grab. While it has a target grabbed, the scythejaw gains a +4 bonus to all defenses.
Timed Explosion ( when reduced to 0 hit points by clockwork timer, encounter)
Close burst 3; +16 vs Reflex; 3d12+6 damage. Miss: Half damage..
Clockwork Timer ( when first bloodied; encounter)
While bloodied, at the end of each creature’s turn the explosive scythejaw takes damage equal to its healing surge value.
Lie in Wait
At the start of combat, a scythejaw hides behind a false floor or wall panel. In this state, it gains a +5 bonus to Stealth checks. It readies, then attacks when a creature moves into reach.
Alignment Unaligned Languages -
Skills Stealth +13
Str 16 (+9) Dex 14 (+8) Wis 19 (+10)
Con 24 (+13) Int 1 (+1) Cha 12 (+7)
Published in Dragon Magazine 370, page(s) 48.