Falchion Police (3.5e Monster)

''A clearly robotic cop stands before you, dressed in the outfit and carrying a large falchion. As you approach, its eyes light up scanning you for your crimes.''

In an attempt to automate police services several wizards made attempts at binding the lawful yet insane police elementals into construct bodies. These attempts were less than successful, and one result was the "falchion police". Named for their trademark masterwork falchion they carry, the intelligent constructs have an unwavering dedication to the law. What laws is suspect, but to the law none-the-less. They scan nearby creatures for guilt and when they find it, demand the crime be repaid in full and the guilty submit to justice. And if they refuse or cannot, then they receive their justice. Falchion justice. Typically with fatal results.

Falchion police appear to be clearly mechanical humanoid police, complete with outfits and colorations. They have a red and blue light coming out of the tops of their heads. They always carry a large falchion on hand which is actually attuned specifically to their bodies, and whose attacks leave a unique mark akin to a signature kill weapon as an extraordinary ability. For this reason falchion police do not use the weapons of others; it would be unlawful if they did not make the appropriate paperwork and signature of their duty.

Falchion police stand 6 ft tall and weigh 200 lbs. They speak and understand Common.

Combat
Falchion police always scan opponents for guilt first, never attacking unless assaulted first. Once guilt has been determined and a demand for surrender to the law given, they proceed to move in and attack. They are very straightforward attackers, but are intelligent and can take advantage of tactics. Their one main trait is how determined and doggedly they are in their pursuit. None outrun their reach.

Detect Guilt :  As a standard action the falchion police can detect guilt in any creature in a 30 ft cone. The creature must make a DC 14 Will save. If they are guilty of any crimes (as according to the nearest civilization) which they have not made reparations for these events are revealed, from as important as high treason to as lowly as jaywalking. The falchion police then demands they make the appropriate reparations to the appropriate authorities, escorting the creature to see it is done if needed. A successful save renders the creature immune to this falchion police's ability for 24 hours. This is a 2nd level mind-affecting divination spell and the saving throw is Charisma based.

Police Siren : As a free action on its turn a falchion police can turn on or off its police siren on its head, producing a klaxon noise as if using ghost sound and bright flashing lights which illuminate the area as a torch. The light and sounds are dazzling, and creatures in a 30 ft area around an active police siren are dazzled, no save, for as long as they remain in the area. They can choose to have sound only, lights only, or both.

Summon Falchion :  The falchion police can summon its falchion as a move action from up to 100 ft away, flying it back to its hand. If held by another it gets an opposed strength check to wrest it from their grasp. They always know the exact location of their falchion at all times, though if it goes to another plane they are only aware what plane it is on.

Falchion: There is actually nothing terribly special about the falchion the falchion police uses, other than being a well made masterwork falchion. If taken from a destroyed falchion police it retains its signature kill extraordinary enhancement, which may be tweaked by its new user over the course of 24 hours.