Speed: 40 ft. (8 squares)
Armor Class: 45 (-1 Dex, -4 size, +40 natural), touch 5, flat-footed 46
Base Attack/Grapple: +34/+59
Attack: Circular saw +47 melee (4d6+12) or pile driver +47 melee (4d6+12 plus 2d6+6) or wrecking ball +47 melee (5d6+12) or slam +50 melee (4d6+12)
Full Attack: circular saw +47 melee (4d6+12) and pile driver +42 melee (4d6+12 plus 2d6+6) and 2 slams +42 melee each (4d6+12) or 3 wrecking balls +47 melee each (5d6+12)
Space/Reach: 20 ft./20 ft. (30 ft. with wrecking ball)
Special Attacks: homing nails, welding bots, feller buncher arm, pile driver, trample
Special Qualities: construct traits, infrared vision, darkvision 100 ft.,
Saves: Fort +20, Ref +19, Will +20
Abilities: Str 35, Dex 8, Con -, Int -, Wis 10, Cha 10
Organization: with creator or solitary
This construct was created by an artificer who was ordered to create a battlefield construct capable of building houses for the colonizing Empire of Hell, but insisted on making it edgy. He very much succeeded.
It stands 40 feet fall when in battle mode, but can reshape itself as needed to distribute labor to all areas of the house it would be working on. It weights 45,000 pounds
As its equipment suggests, a constructinator 40k unleashes devastating strikes on whoever it fights. It fights straight forward, moving in close to attack a foe unless given orders by its commander.
Infrared Vision (Ex): The constructinator 40k can see light on the infrared spectrum, and is thus immune to effects like invisibility, hide in plain sight, or any other concealment that does not extend to this light spectrum.
Homing Nails (Ex): Once per round as a free action, the Constructinator 40K can lauch a barrage of nails that home in on a target within 60 feet. The attack does not miss and deals 5d4+10 points of damage. In an area of anti-magic, the Constructinator 40K must make a ranged attack roll of +33 to land the nails. It can use this action 6 times before needing to be reloaded. This ability may bypass certain damage reduction depending on the metal of the nails.
Welding Bots (Ex): The Constructinator 40K can release 5 welding bots from its body as a move action to either aid in construction or attack foes. It has a total of 15 bots available to it.
Small Construct HP 60 (6 hd), speed 40 ft., AC 20 t:14 ff:16, BA/grp +4/+3, welding torch +12 melee touch (3d6 fire), heals same amount on constructinator 40k, str 17, dex 17, con-, int -, wis 13, cha 2
Feller Bunching Arm (Ex): The Constructinator 40K can only grapple one opponent with this arm and only one of Large or smaller size. Each round the grapple is maintained, a chainsaw deals 3d6 points of damage.
Trample (Ex): Overrun attempts do not provoke attacks of opportunity, and if successful deals 5d6+18 points of damage. A creature may attempt an attack of opporunity with a -4 penalty or a dc 44 reflex save for half damage.
Pile driver (Ex): A successful hit with the pile driver causes the driver to slam down on the target dealing an additional 2d6+6 points of damage automatically.
This was mostly a joke boss I decided to take seriously for a side quest during a cross-country trek for my party. The original had 800 hit points and a MUCH higher Strength score, but it's otherwise mostly the same. I had it piloted by a verbally abusive AI who let out a resigned sigh when he had to announce its name.