Crystal-pulse Construct Creature 10

A crystal-pulse construct is a volatile and unpredictable creature, formed when an electrical field holds magically charged crystals in suspension. Existing in a constant state of flux, the construct must vent magical and electrical energy almost constantly to stabilize its form.

While crystal-pulse constructs sometimes form spontaneously when lightning strikes a magical environment or other powerful currents encounter magically charged minerals, only deliberately calibrated constructs have the necessary equilibrium to remain animated for long. These stabler constructs are most commonly found guarding the laboratories of wizards and elementalists or wandering the Plane of Metal.

Elite Weak Crystal-pulse Construct Creature 10

Recall Knowledge DC 28 (includes +2 from Uncommon) 29 (includes +2 from Uncommon) 30 (includes +2 from Uncommon)
Construct (Arcana)
Construct (Crafting)
Perception +22; darkvision
Skills Athletics +24
Str +6 Dex -1 Con +6 Int -5 Wis +0 Cha -5

AC 29
Fort +23
Ref +16
Will +17
HP 195
Resistances physical 10 (except adamantine)
Balance Fields [reaction] Trigger The crystal-pulse construct would be affected by an effect with the electricity trait or by any spell; Effect The construct vents energy in an attempt to stabilize its animating fields. All creatures within a 10-foot emanation take 8d6 damage (DC 28 basic Reflex save). If the triggering effect had the electricity trait, this is electricity damage, and if it was triggered by a spell, this is force damage. If the reaction is triggered by an electricity spell, the damage is either electricity or force, whichever would be more detrimental to creatures in the area, as determined by the GM.

Speed 35 feet
Melee [one-action] fist +24 (magicalreach 10 feetversatile b), Damage 2d10+6 slashing plus 1d12 persistent electricity damage
Ranged [one-action] shock +24 (magicalrange 60 feet), Damage 2d12+6 electricity
Charged Suspension [two-actions] (arcane) Electrical fields intensify around a target creature within 60 feet, attempting to lift it from the ground. The target must attempt a DC 29 Fortitude save.
Critical SuccessThe creature is unaffected.
SuccessThe creature is suppressed for 1 round.
FailureThe creature is immobilized until it Escapes (DC 29) and is also suppressed for 1 round.
Critical FailureAs failure, but suppressed for 1 minute.
Shocking Deformation [two-actions] (arcaneelectricity) The construct temporarily flies apart into its constituent elements until its fields bring it back together. All creatures in a 30-foot emanation take 6d6 slashing plus 3d12 electricity damage with a DC 29 basic Reflex save. The crystal-pulse construct then reforms itself in any space large enough for it within the emanation. This movement does not provoke reactions.