This creature appears as a powerful humanoid composed entirely of emerald ectoplasm. Two powerful muscular arms extend from its broad shoulders, with a third arm extending from the middle of its back.
This creature can only be constructed by someone who possesses the astral construct power and the Ectopic Form (Emerald Gyre) feat on page 52. An emerald gyre is a good example of a ground-based fighting construct that packs a punch.
Emerald Gyre, 1st Level CR 1/2
Emerald Gyre, 2nd Level CR 1
Emerald Gyre, 3rd Level CR 2
Emerald Gyre, 4th Level CR 3
Emerald Gyre, 5th Level CR 5
Emerald Gyre, 6th Level CR 7
Emerald Gyre, 7th Level CR 8
Emerald Gyre, 8th Level CR 9
Emerald Gyre, 9th Level CR 10
Improved Grab (Ex): An emerald gyre has the improved grab ability. To use this ability, the construct must hit an opponent 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.
Trip (Ex): If an emerald gyre hits with a slam or claw attack, it can attempt to trip the opponent as a free action without making a touch attack or provoking attacks of opportunity. If the attempt fails, the opponent cannot react to trip the emerald gyre.
Pounce (Ex): An emerald gyre of at least 7th level can make a full attack if it charges a foe.
Strategies and Tactics
In its simplest construction (1st-3rd levels), an emerald gyre rapidly rotates as it attacks in melee, bringing its third arm into the fray to give it an improved grab ability. It also uses trip to force an enemy prone, after which it continues to pummel the foe as well as taking attacks of opportunity should the foe stand. The mid-level constructions (4th-6th levels) of an emerald gyre use celerity to quickly approach an enemy and then trip to keep it at a disadvantage. The higher-level constructions (7th-8th levels) have the pounce ability as well, allowing the construct to take full advantage of its superior speed and still make a full attack.
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