3.5 Myr


Standard Iron Myr


Small Construct

Hit Dice

1d10+5 (10 hp)




30 ft. (6 squares)

Armor Class

14 (1+size, +1 Dex, +2 natural armor), touch 12, flat-footed 13

Base Attack/Grapple



Claw +2 melee (1d4)

Full Attack

Claw +2 melee (1d4)


5 ft./5 ft.

Special Attacks

Special Qualities

Construct Traits, Darkvision 60 ft., Low-light vision


Fort +0, Ref +1, Will -5


Str 10, Dex 12, Con --, Int 8, Wis 11, Cha --


(See Myr Types)



Myr Base Material



Iron (Standard)


200 gp


+2 AC, +10 ft. Speed

500 gp


+4 AC, DR 3/--

1000 gp

Myr Types

The following are some examples of the types of myrs you can create. Remember that myrs are built to fulfill one specific purpose.

Climbing Myr: A Climbing Myr has climbing hooks instead of hands, and feet with stakes. They can help to reach objects in hard to reach places, and to climb up high and survey the area.

Materiel Components: Climber’s Kit

Additional Cost: 80 gp

Bonus: + 10 Climb

Grappling Hook Myr: Grappling Hook Myr are a favorite among thieves. Their bodies are boxy containers that open up to reveal a grappling hook. The Myr can fire the grappling hook, and on a successful hit, iron stakes come out of it’s legs and anchor itself to the ground. It’s creator (and any friends they might have) can then climb up or down the rope. Once they have reached the other side, upon command the Myr will remove it’s stakes and quickly propel itself to it’s creator’s side.

Materiel Components: Grappling Hook, Stakes, Lancher

Additional Cost: 26 gp

Bonus: Grappling Hook

Investigator Myr: An Investigator Myr is often used by city guards at crime scenes. The Myr’s left eye has a number of magnifying lenses, and it’s right eye is replaced by a bright beam of light that acts like a focused lantern. It’s body acts as a small locker capable of carrying around evidence found. 

Materiel Components: Magnifying Lenses, Lantern Eye

Additional Cost: 20 gp

Bonus: +10 Search

Lantern Myr: Lantern Myrs are often used by miners and cave explorers. Their bodies are replaced by a bullseye lantern, illuminating the dark around the construct. A bullseye lantern provides clear illumination in a 60-foot cone and shadowy illumination in a 120-foot cone. It burns for 6 hours on a pint of oil. 

Materiel Components: Bullseye Lantern

Additional Cost: 12 gp

Bonus: Lantern Light

Special: If the Lantern Myr is hit with a fire based attack, roll a % die. The Myr has a 20% chance of exploding. If this occurs, the Myr is destroyed and all within a 5 foot radius take 2d6 fire damage.

Leaping Myr: A Leaping Myr is created to jump to hard to reach areas. The legs of this Myr are enforced with high quality lock and release springs.

Materiel Components: Springs

Additional Cost: 15 gp

Bonus: +14 Jump

Lie Detector Myr: A Lie Detector Myr is often used by the city guard while questioning crime suspects. The Myr’s body and arms act as a lie detector, writing down infrequencies in vocal tones.

Materiel Components: Vocal Recognition Senor

Additional Cost: 100 gp

Bonus: +10 Sense Motive

Lock Pick Myr: A Lock Pick Myr is very useful to the group of adventurer’s that is without a rogue. It’s body takes the form of a tool kit with every tool in it specialized to opening locked doors and containers. 

Materiel Components: Thieves’ tools, masterwork

Additional Cost: 100 gp

Bonus: +10 Open Lock

Medical Myr: Medical Myrs are used most often during times of war. They are completely colored white, except for the red cross on their back. A Medical Myr’s body is replaced with a healer’s kit, and his right hand is replaced with a syringe connected to a health potion held on it’s side (the player is responsible for purchasing and refilling the Medical Myr’s health potion).

Materiel Components: Healer’s Kit

Additional Cost: 50 gp

Bonus: +10 Heal

Pickpocket Myr: A Pickpocket Myr is built with the sole purpose of stealing small trinkets form unsuspecting victims. 

Materiel Components: Padding for Feet, Thieves Satchel 

Additional Cost: 20 gp

Bonus: +10 Move Silently, +10 Sleight of Hand

Saboteur Myr: A Saboteur Myr specializes in sabotaging equipment. 

Materiel Components: Thieves’ tools, masterwork

Additional Cost: 100 gp

Bonus: +10 Disable Device

Shield Myr: A Shield Myr is built to divert and take damage away from it’s creator. The Myr has two light steel shields attached to the end of it’s arms, another light steel shield grafted to it’s head, and a heavy steel shield grafted to it’s back. When the Shield Myr takes a defensive stance, it locks it’s head and arms into a position making it’s body close to a locked sphere of shields. 

Materiel Components: 3 light steel shields, 1 heavy steel shield

Additional Cost: 47 gp

Bonus: +5 AC

Construct Traits

A construct possesses the following traits (unless otherwise noted in a creature’s entry).

  • Cannot heal damage on their own, but often can be repaired by exposing them to a certain kind of effect (see the creature’s description for details) or through the use of the Craft Construct feat. A construct with the fast healing special quality still benefits from that quality.
  • Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
  • Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
  • Since it was never alive, a construct cannot be raised or resurrected.
  • Because its body is a mass of unliving matter, a construct is hard to destroy. It gains bonus hit points based on size, as shown on the following table.