Garkinal
Garkinal are large, black constructs, churning out black smoke and clicking with the sound of mechanical wheels. They are created by evil mages with one goal; to find and kill every good creature it can. They appear to be large men completely covered in black armor, with smoke spewing out from the holes. Their right arm has a black, runic sword where its hand should be, and their left arm has a black shield attached to it. While the sword is magical, it immediately loses its magical properties once the Garkinal is destroyed. Garkinal cannot speak, but they can understand any language their creator knew. Garkinal serve their creators for as long as they live, but if the creator dies the Garkinal immediately begins killing any good creature it can find.
Large Construct
Hit Dice: 15d10+30 (117)
Initiative: +8
Speed: 40 ft
Armor Class: 28 (+4 dex, -1 size, +5 shield, +10 armor)
Base Attack/Grapple: +12/+22
Attack: +4 Greatsword (+23/+18/+13)
Damage: +4 Greatsword (2d6+12)
Space/Reach: 5ft/5ft
Special Attacks: Negative Energy Touch,
Special Qualities: Detect Good, Protection From Good, Damage Reduction 10/Adamantine, Spell Resistance 26, Construct Traits
Saves: Fort +5, Ref +9, Will +5
Abilities: Str 26, Dex 18, Con -, Int 6, Wis 10, Cha 17
Skills: Intimidate +21
Feats: Weapon Focus (greatsword), Weapon Specialization (greatsword), Improved Shield Bash, Power Attack, Improved Overrun, Improved Initiative
Environment: Any
Organization: Solitary or with creator
Challenge Rating: 11
Treasure: Standard
Alignment: Always Neutral Evil
Advancement: None
Level Adjustment: -
Negative Energy Touch: Any good creature that touches a Garkinal (including in a grapple) takes 2d6 points of negative energy damage.
Detect Good: As the spell, this effect is continuous.
Protection From Good: As the spell, this effect is continuous.
