Here's one with the standar walker chassis...
Manikin Troglodyte
Medium Construct (Living, Reptilian)
Hit Dice: 2d8+4 (13 hp)
Initiative: –1
Speed: 30 ft. (6 squares)
Armor Class: 15 (–1 Dex, +6 natural), touch 9, flat-footed 15
Base Attack/Grapple: +1/+1
Attack: Club +1 melee (1d6) or claw +1 melee (1d4) or javelin +1 ranged (1d6)
Full Attack: Club +1 melee (1d6) and claw –1 melee (1d4) and bite –1 melee (1d4); or 2 claws +1 melee (1d4) and bite –1 melee (1d4); or javelin +1 ranged (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Countermand sheen (3/day, +0, 2d6+2, 2nd), stench
Special Qualities: Darkvision 90 ft., defensive field, electrically charged, living construct traits, magic susceptibility, rapid repair, resistance is futile, resistance to electricity 5
Saves: Fort +5, Ref –1, Will +0
Abilities: Str 10, Dex 9, Con 14, Int 8, Wis 10, Cha 10
Skills: Hide +5*, Listen +3
Feats: Multiattack (B), Weapon Focus (javelin)
Environment: Underground
Organization: Clutch (2–5), squad (6–11 plus 1–2 monitor lizards), or band (20–80 plus 20% noncombatants plus 3–13 monitor lizards)
Challenge Rating: 1
Treasure: 50% coins; 50% goods; 50% items
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +2
Countermand Sheen (Su): Upon becoming fused with the machine mind, manikins gain insight on the workings of sheen control systems, allowing them to affect sheen in close proximity. This functions as the cleric's rebuke undead ability, except it only applies to sheens, and the affected sheens simply stand still rather than cower. Treat the manikin as a cleric of a level equal to the manikin's total Hit Dice. Any feats, abilities, or magic that affect rebuke undead also affect countermand sheen. Thus, the manikin may take the Extra Turning feat to gain additional daily uses of countermand sheen.
Defensive Field (Su): A manikin's sheen chassis automatically generates a physical protective field. This grants the manikin damage reduction 1/- and resistance to acid 1, cold 1, electricity 1, fire 1, and sonic 1. The defensive field can prevent up to 16 points of damage per day.
Electrically Charged (Ex): As part-sheen, manikins are parially powered by electricity. A manikin normally carries enough charges to function for up to one month (30 charges). After this time, the manikin becomes inert until recharged.
Within a cyst, a manikins may fully recharge after one hour of inactivity. However, returning to a machine cyst guarantees nearly certain doom for a manikin. Alternatively, a manikin can recharge if exposed to electricity damage. An attack that deals electricity damage restores 1 charge for every 5 points of damage the attack deals (or would otherwise deal, if stopped by the manikin's resistance to electricity). For example, a manikin hit by a lightning bolt gains 3 charges if the attack deals 15 points of damage, even though the manikin takes only 10 points of damage after its resistance is applied. Regardless of the amount of electricity damage directed at a manikin, it cannot exceed its normal maximum of 30 charges.
A manikin can also recharge with solar energy. To do so, it must remain motionless and take no actions while exposed to natural sunlight. For every two hours it does so, it recharges 1 charge.
Magic Susceptibility (Ex): Manikins have vulnerability (+50% damage) to damaging magic.
Rapid Repair (Ex): A manikin that rests for 1 full hour repairs 1 point of damage, so long as it has at least 1 hit point. Rapid repair does not allow a manikin to regrow or reattach lost body parts.
A character can assist a manikin's self-repair with a Craft (metalworking) check (DC 15). If the check is successful, the manikin repairs 2 hit points per hour of rest. Providing assistance to the manikin counts as light activity for the assisting character, and a character can assist only one manikin at a time. A manikin cannot assist its own repair.
Resistance is Futile (Ex): Each month, a manikin sheen must succeed on a Will save or be compelled to return to the sheen cyst for dissection and disassembly. On a failed save, the manikin returns to the cyst by the most direct route available. If the path leads into a dangerous area (through flame, off a cliff, or the like), the manikin may detour around the dangerous area. Other than movement, returning manikins can take no actions other than to defend themselves.
The save DC is 10 plus the number of previous successful saves (that is, DC 10 after 1 month, DC 11 after 2 months, DC 12 after 3 months, etc., assuming successful saves). At the DM's discretion, a successful save may trigger the cyst to dispatch sheens to return the manikin to the cyst by force.
Stench (Ex): When a troglodyte is angry or frightened, it secretes an oily, musk-like chemical that nearly every form of animal life finds offensive. All living creatures (except troglodytes) within 30 feet of a troglodyte must succeed on a DC 13 Fortitude save or be sickened for 10 rounds. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same troglodyte’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.
Skills: The skin of a troglodyte changes color somewhat, allowing it to blend in with its surroundings like a chameleon and providing a +4 racial bonus on Hide checks. *In rocky or underground settings, this bonus improves to +8.