A Support Unit developed by the Leblanc Syndicate. When the time is right, it can use Full-Auto to deal major damage, but fortunately it can’t pull a stunt like that very often.
Battlesnake (CR 5)
N Medium Construct (Machina)
Init +3; Senses Darkvision 60 ft., low-light vision; Perception +10
AC 18, touch 13, flat-footed 15 (+3 dex, +5 natural)
hp 57  (6d10+26)
Fort +2, Ref +5, Will +4
Defensive Abilities hardness 5; Immune construct traits
Weakness critical hits, lightning
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee Slam +11 (1d6+7 plus grab)
Ranged integrated light machine gun +9 touch (2d6/x4)
Special Attacks Constrict (1d6+7)
Str 20, Dex 16, Con -, Int 10, Wis 14, Cha 2
Base Atk +6; CMB +13 (+17 grapple); CMD 26 (cannot be tripped)
Feats Improved Natural Attack (Slam), Point-Blank Shot, Toughness
Skills Acrobatics +12, Climb +9, Perception +10, Swim +6; Racial Modifiers +4 Perception, +8 Acrobatics
Languages Common (Cannot speak)
Light Machine Gun (Ex)
These modern firearms have a range increment of 100 feet, automatically reload as a free action, and misfires on a 1 or 2. A battlesnake’s core can process scrap metal into new ammunition, effectively giving battlesnake infinite ammo with this weapon.
Once every 1d6+1 rounds as a full-round action, a battlesnake can use its machine guns to fire twice in one round towards one target. When it does so, it makes two machine gun attack against that target.