Windmill CR 10 Always Neutral Collosal Object Init 0 AC 21 FF 21 Touch 6 (-4 size, +15 natural) HD: 9 HP: 90 (9d10+45) Fort +6 Ref +0 Will +0 Speed 0ft Base Atk +4 Grp +27 Attack: Slam +11 2d10+7 Full Attack: 2 Slams +11 2d10+7 (only on a windy day) Space 30 ft. (6 squares) Reach 30 ft. (6 squares) Abilities Str 25(+7) Dex -- Con -- Int -- Wis -- Cha -- Gear: Milled flour Total Cost of Gear: 20gp Improved Grab(Ex): To use this ability, a windmill must hit a creature at least one size smaller than itself with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold, picks up the creature, and moves it into the air as a free action, automatically dealing slam damage. In 1d4 rounds the creature is deposited in a random square adjacent to the windmill. That creature falls from 10+4d6 feet in the air taking damage if appropriate. A creature that escapes from the grapple before the 1d4 rounds is over falls from the air as explained above unless they make a DC22 Climb or balance check to hang on. Floury Dust(Ex): Any creature entering the windmill is covered with floury dust. This reveals any invisible creatures or objects. Wind Driven Rage (Ex): On a windy day (over 15mph winds) the windmill can make one extra attack with a full attack action (included in stats above) Haste(Su): After it has engaged in at least 1 round of combat, a windmill can haste itself once per day as a free action. It may only haste itself if the wind is over (30 mph) The effect lasts 3 rounds and is otherwise the same as the spell. Damage Reduction(Ex): 5/adamantine and bludgeoning