Constructs

Automaton

Large non-sentient automaton (8d6)    
STR 15 (5d6) AGI 6 (3d6) END 15 (5d6)INT 6 (3d6) LOG 2 (1d6) WIL 10 (4d6)CHA 6 (3d6) LUC 1 (1d6) REP 10 (4d6)
MELEE DEFENCE 30RANGED DEFENCE 12MENTAL DEFENCE 16VITAL DEFENCE 34
HEALTH 80SOAK 16; VULN 1d6 electricityIMMUNE Sick, Fatigued, mental attacks
INITIATIVE 4d6PERCEPTION 4d6SPEED 4; CLIMB 2; JUMP -CARRY 300lb (max lift 750lb)
REACH 5-ftACTIONS 2
🅜 Iron fist 8d6 melee (4d6+5  blunt damage)🅡 Hurl object 6d6 ranged (3d6 blunt damage; range 12)
Skills hardy 6 (3d6), carrying 6 (3d6), combat  6 (3d6)Gear -

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Witchoil leakage. Automatons are powered by witchoil. This necrotic substance starts to leak from the golem's body once it is reduced to half (40) HEALTH, and splashes onto targets hit by the automaton for an additional 1d6 acid damage.  When the automaton is destroyed, witchoil sprays everywhere, doing 1d6 acid damage to everyone within 10' of the automaton. The acid seeks into joints and gaps in armor, ignoring SOAK.
Hurl object. The automaton can pick up a nearby object of size large or smaller and fling it at a target.
Non-sentient. Automatons are immune to mental attacks.

Clockwork Man

Medium sentient automaton (6d6)    
STR 12 (4d6) AGI 6 (3d6) END 6 (3d6)INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6)CHA 6 (3d6) LUC 6 (3d6) REP 6 (3d6)
MELEE DEFENCE 20RANGED DEFENCE 20MENTAL DEFENCE 24 (immune)VITAL DEFENCE 16
HEALTH 36SOAK 6; VULN 1d6 electricityIMMUNE Sick, Fatigued
INITIATIVE 5d6PERCEPTION 5d6SPEED 6; CLIMB 3; JUMP 12'/6'CARRY 180lb (max lift 600lb)
REACH 5-ftACTIONS 2
🅜 Brawling 6d6 melee (3d6+3 blunt damage)🅡 Lightning blast 5d6 ranged (3d6 electricity damage; range 9)
Skills philosophy 6 (3d6), law 6 (3d6), [artistic] 6 (3d6), linguistics 6 (3d6),  religion 6 (3d6),  literature 6 (3d6), combat 3 (2d6), tactics 3 (2d6), perception 3 (2d6)Gear -    

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Always prepared. Brass golems have brilliant tactical minds, and are always prepared. The brass golem may declare a single action which it took prior to the encounter (even if it didn't know the encounter was going to take place) which helps it in this exact scenario. This must be an action it was capable of.
Master linguist. Brass golems can read, understand, and speak any language, including languages new or previously unknown to them.
Analytics. Studying its target's behaviour, the brass golem notices a pattern to its actions. It grant all allies within 30' a +1d6 bonus to attack the target until the start of its next turn.

Colossus

Titanic semi-sentient automaton (16d6)           STR 120 (15d6) AGI 15 (5d6) END 190 (19d6)INT 15 (5d6) LOG 1 (1d6) WIL 36 (8d6)CHA 15 (5d6) LUC 6 (3d6) REP 36 (8d6)
MELEE DEFENCE 32RANGED DEFENCE 10MENTAL DEFENCE 32 (immune)VITAL DEFENCE 80
HEALTH 800SOAK 32; VULN 1d6 electricityIMMUNE Sick, Fatigued
INITIATIVE 8d6PERCEPTION 8d6SPEED 8; CLIMB 4; JUMP 30'/30'CARRY 3,100lb (max lift 6,000lb)
REACH 30-ftACTIONS 6
🅜 Fist 16d6 melee (8d6+15 blunt damage)🅥 Witchoil breath 12d6 vital (6d6 poison damage; 60' cone)                                             🅞 Roar 8d6 mental (burst 16; afraid)          
Skills combat 21 (6d6), perception 6 (3d6), reactions 6 (3d6)Gear -    

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Grab. The colossus can grab its opponents in its mighty fists. A creature struck by the grab attack is Restrained and remains so until escape, requireing a melee attack against the colossus. It cannot leave the colossus' square or use weapons larger than size small.  The colossus can grab two victims of size enormous or smaller (one in each fist).  Grabbed victims are automatically crushed for for 6d6 crushing damage at the start of their turn.
Roar. The colossus can unleash a roar so loud that its victims are stricken with fear. A roar is an 8d6 mental attack, and attacks any creature in a Burst 16. Victims successfully attacked are made Afraid.                          

Flesh Golem

Medium semi-sentient automaton (6d6)
STR 10 (4d6) AGI 4.08 (2.4d6) END 6 (3d6)INT 6 (3d6) LOG 1 (1d6) WIL 6 (3d6) CHA 3 (2d6) LUC 1 (1d6) REP 6 (3d6)
MELEE DEFENCE 18RANGED DEFENCE 18MENTAL DEFENCE 18VITAL DEFENCE 18
HEALTH 42SOAK 9; VULN noneIMMUNE Sick, Fatigued, Bleeding
INITIATIVE 4d6PERCEPTION 4d6 SPEED 5; CLIMB 3; JUMP 8.16'/8.16'CARRY 160lb (max lift 500lb)
REACH 5-ftACTIONS 2
🅜 Brawling 5d6 melee (3d6+4 damage)
Skills  combat 1 (1d6), perception 1 (1d6), reactions 1 (1d6)

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Powered by Lightning. Flesh golems are animated by alchemy and electricity. Electricity damage heals the golem by the amount of damage caused.
Stitched Together. A flesh golem is immune to the Bleeding condition. 

Living Statue

Medium non-sentient automaton (7d6)                                                             STR 6 (3d6) AGI 6 (3d6) END 6 (3d6)INT 6 (3d6) LOG 1 (1d6) WIL 6 (3d6)CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6)
MELEE DEFENCE 20RANGED DEFENCE 15MENTAL DEFENCE 10VITAL DEFENCE 15
HEALTH 30SOAK 5; VULN -IMMUNE all conditions
INITIATIVE 5d6PERCEPTION 4d6SPEED 5; CLIMB 3; JUMP 12'/6'CARRY 120lb (max lift 300lb)
REACH 5-ftACTIONS 2
🅜 Bash/Longsword 5d6 melee (3d6+3 blunt or slashing damage)                                                      Skills  hardy 10 (4d6), swords 3 (2d6)Gear longsword, shield    

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Remorseless. Living statues are immune to all conditions; as non-sentient constructs they are also immune to mental attacks.