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| Sulacu01-30-08, 06:44 PM | An attempt at a composite monster for an upcoming campaign. Beware, Epic Alert. Annihilator, Scourge of Mechanus This incredible engine of destruction is a creation of clockworks and thousands of tons of highly armored steel. The legend of this machine is intertwined with many counts of unexplained destruction. Entire fortresses would disappear off the map overnight and be replaced with scorched rubble, leaving behind not a single survivor to document its passing. As such, the wave of destruction was given the basic name 'Annihilation', and the name carried over to the massive construct that stood at the battlefront. An annihilator stands 150 feet tall from the ground to its top, consisting of a 100 feet large, shell like head that contains four ballista apertures and two siege weapon placements, with four massive legs, each over a hundred feet in length. The entire construct weighs about 20,000 metric tons, which is mostly steel. It derives power for its automotive and battle prowess from permanent apertures to the elemental planes harnassed in a magical reactor within its body. Main Body Size/Type: Colossal Construct Hit Dice: 84d10+920 (1,382 hp) Initiative: +6 Speed: 40 ft. (8 squares) Armor Class: 69 (-8 size, -3 Dex, +50 natural, +30 deflection), touch 19, flat-footed 69 Base Attack/Grapple: +63/+81 Attack: Ballista +52 ranged (3d8/×3) Full Attack: 6 ballistas +52 ranged (3d8/×3) Space/Reach: 120 ft./60 ft. Special Abilities: Out of reach, purify, seismic burst, siege placement (×2) Special Qualities: Armor Plating +10, Construct traits, magic immunity, damage reduction 20/epic and adamantine Saves: Fort +28, Ref +25, Will +28 Abilities: Str 61, Dex 4, Con —, Int —, Wis 11, Cha 1 Skills: — Feats: — Environment: — Organization: One main body with 4 legs and 2 deflectors Challenge Rating: 47 Treasure: Lots Alignment: Always neutral Advancement: — Level Adjustment: — Leg Size/Type: Colossal Construct Hit Dice: 84d10+720 (1,072 hp) Initiative: +6 Speed: 40 ft. (8 squares) Armor Class: 78 (-8 size, +6 Dex, +50 natural, +30 deflection), touch 28, flat-footed 72 Base Attack/Grapple: +63/+89 Attack: Slam +80 melee (8d8+25 plus deathstomp) Full Attack: Slam +80 melee (8d8+25 plus deathstomp) Space/Reach: 60 ft./60 ft. Special Abilities: Deathstomp, Trample 24d8+75 Special Qualities: Armor Plating +10, Construct traits, magic immunity, damage reduction 20/epic and adamantine Saves: Fort +28, Ref +34, Will +28 Abilities: Str 61, Dex 22, Con —, Int —, Wis 11, Cha 1 Skills: — Feats: — Environment: — Organization: One main body with 4 legs and 2 deflectors Challenge Rating: 47 Treasure: Lots Alignment: Always neutral Advancement: — Level Adjustment: — Deflector Size/Type: Medium Construct Hit Dice: 20d10+20 (130 hp) Initiative: +6 Speed: 40 ft. (8 squares) Armor Class: 75 (-5 Dex, +20 circumstance, +30 natural, +30 deflection), touch 45, flat-footed 75 Base Attack/Grapple: +15/+15 Attack: — Full Attack: — Space/Reach: 5 ft./0 ft. Special Abilities: Deflection shield Special Qualities: Construct traits, magic immunity, damage reduction 10/epic and adamantine Saves: Fort +6, Ref +1, Will +6 Abilities: Str 10, Dex —, Con —, Int —, Wis 11, Cha 1 Skills: — Feats: — Environment: — Organization: One main body with 4 legs and 2 deflectors Challenge Rating: 47 Treasure: Lots Alignment: Always neutral Advancement: — Level Adjustment: — Combat An annihilator has a central body that carries two deflectors and stands on four legs. Each leg has a space of 60 by 60 feet, creating a combined creature space consisting of four of such squares, defaulting to a 120 feet space, and a reach of 60 feet beyond that. An annihilator uses the Initiative score of its legs for its entire body. An annihilator's shape allows it to either clear or crush cliffs, ledges and buildings of approximately 60 feet high or lower that stand in its way. An annihilator is also actually a vehicle. It is piloted from within its main body by a pilot and a crew to operate the many different controls on board. The annihilator's main body functions as golem armor in that it safeguards its crew against enchantments, illusions and mind-affecting effects. An annihilator has a carrying capacity of 3,250,000 pounds. Attacking and Maneuverability: An annihilator's effectiveness depends upon the number of legs it has. If it has its usual four legs, an annihilator can usher two of its legs to attack per round. If one of its legs is destroyed, the annihilator's main body loses 2 points of Dexterity and it can only usher one of its legs to attack per round. If two of its legs are destroyed, the annihilator loses its Dexterity score altogether, can no longer attack and falls prone and helpless on the ground. When an annihilator can walk, it can make a 90 degree turn in one round. Magic Immunity: An annihilator - that is to say, all parts of it - is immune to all magical and supernatural effects. Main Body An annihilator's main body is heaved high above the ground on its four legs. Its shape somewhat resembles the shell of some sort of crustacean, but it is clearly made of highly reinforced metal. Somewhat far back, the body has two siege weapon placements that are used to assault large groups of enemy soldiers or to reach buildings on elevated terrain. Combat An annihilator's main body lies far beyond the reach of most characters, and must be either brought down by destroying two of the construct's legs or by pelting it with ranged or siege weapons. Armor Plating (Ex): The main body of an annihilator is covered by heavy layer of armoring. This grants it an effective +10 to its damage reduction/epic and adamantine (raising it to 20) and 10 bonus hit points per Hit Die. Out of Reach: The body of an annihilator is suspended by its legs at 60 feet above the ground. Only creatures of Gargantuan size or larger may make direct melee attacks against an annihilator's main body (or Huge creatures with a melee weapon that has reach). Any other creature needs to be able to Jump well enough to reach a height of 60 feet or cannot directly attack the annihilator's main body. Purify (Ex): An annihilator can release an enormous burst of biting fire from two large muzzles mounted to the front of an its body. This functions as a breath weapon spreading out in a 120 ft. cone, dealing 20d12 fire damage and 20d12 acid damage. Creatures caught in the area of effect are entitled to a DC 52 Reflex save to halve the damage dealt. The DC is Constitution based. After the purify ability is used, the annihilator must wait 1d4 rounds before using it again. Seismic Burst (Ex): The annihilator can focus the deflection shield that covers its body in an outward burst. This burst deals 10d12 sonic damage, causes an earthquake effect that functions like the earthquake spell and stuns for 2d4 rounds everyone within 200 feet from the annihilator. A successful Fortitude save against DC 52 will halve the damage dealt and negate the stun effect. After using the seismic burst ability, the annihilator temporarily loses its shielding; all parts of the annihilator lose their deflection bonus for 2d4 rounds. Siege Placement: The annihilator has two siege placements, that each contain a Gargantuan catapult that is loaded with burning ammunition. These catapults each have 30 HD, a strength of 30, an attack bonus of +15, 225 hit points, an AC of 20 (plus the annihilator body's deflection bonus) and a range increment of 100 ft. If the catapults are to be used, they must declare an attack against a square of Gargantuan size (AC 1). When the annihilator is moving, its catapults take a -10 circumstance penalty to hit. A catapult's payload does 10d6 bludgeoning damage plus 10d6 fire damage to everything within 30 feet from the blast epicentre (DC 35 half). Each catapult requires a reloading time of 2d4 rounds after firing. Legs These monstrous limbs are also completely fashioned of heavily reinforced steel, thick, robust clockwork guiding their surprisingly sophisticated movement. A completely intact annihilator has four legsl. The legs have several heavily shielded joints that allow it to move its legs in order to move in any direction or anywhere that its legs can reach. Combat An annihilator's legs are its means of locomotion, as well as weapons to attack with. An annihilator can crush pretty much any creature that it steps on. Armor Plating (Ex): An annihilator's leg is covered by heavy layer of armoring. This grants it an effective +10 to its damage reduction/epic and adamantine (raising it to 20) and 10 bonus hit points per Hit Die. Deathstomp: With a successful slam attack made by one of the annihilator's legs, it may attempt to immediately crush the target for triple damage. A successful DC 58 Reflex save negates this effect. The save is Dexterity based. Trample: An annihilator can be forced to try and trample over a creature or horde of creatures. The result is a movement in a straight line where it tries to move into the square of its targets. The trample attempt deals 24d8+90 bludgeoning damage to anyone successfully trod underfoot. The Reflex save DC against this ability is 77 for creatures of Gargantuan or Colossal size, but every cumulative size category smaller than Gargantuan gets an additional +10 circumstance bonus to its Reflex save (+10 for Huge creatures, +20 for Large creatures, +30 for Medium, etc.) The save DC is Strength based. Deflector These yellowy light-emitting nodes are situated within relatively small indentures within the main body's hull shape. Their position against the main body gives them a circumstance bonus to their Armor Class. They are visible with the naked eye, and can be individually damaged. One of the deflectors is on the left, and the other on the right of the annihilator's main body. The deflectors lack the rest of the annihilator's superior armoring and are quite vulnerable to prolonged attacks. Deflection Shield (Su): The annihilator's deflectors supply its main body and legs with a +30 deflection bonus to Armor Class. If the annihilator loses one of these, the deflection bonus is unchanged, but when they are both destroyed it loses its deflection bonus to Armor Class entirely. In special, when the annihilator uses its seismic burst ability, the annihilator's deflection bonus is reduced to 0 for 2d4 rounds. |