Difference between revisions of "God-Machine Body (3.5e Monster)"
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|monster=God-Machine Body (Dragon) | |monster=God-Machine Body (Dragon) | ||
|size=Huge |type=Construct |subtypes=Vehicle | |size=Huge |type=Construct |subtypes=Vehicle | ||
− | |hd=20d10+40 |hp=240 (shield 100 | + | |hd=20d10+40 |hp=240 (shield 100) |
|init=+2** | |init=+2** | ||
|speed=40 ft, glide 40 ft per 10 ft drop (poor) | |speed=40 ft, glide 40 ft per 10 ft drop (poor) | ||
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|env=Any | |env=Any | ||
|org=Unique | |org=Unique | ||
− | | | + | |cralt=[[Challenge Rating::13]]** |
|treas=None | |treas=None | ||
|align=As pilot. | |align=As pilot. |
Latest revision as of 03:30, 14 February 2015
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God-Machine Body (Dragon) | |
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Size/Type: | Huge Construct (Vehicle) |
Hit Dice: | 20d10+40 (240 (shield 100) hp) |
Initiative: | +2** |
Speed: | 40 ft, glide 40 ft per 10 ft drop (poor) |
Armor Class: | 30 (+2 dex, +20 natural, -2 size), touch 10, flat-footed 28 |
Base Attack/Grapple: | +15**/+33** |
Attack: | Bite +23 melee (2d8+10, 20/x2) or Claw +23 melee (2d6+10, 20/x2) or Wing +23 melee (1d8+10, 20/x2) or Tail Slap +23 melee (2d6+10, 20/x2) |
Full Attack: | Bite +23 melee (2d8+10, 20/x2) and Two Claws +18 melee (2d6+5, 20/x2) or Two Wings +18 melee (1d8+5, 20/x2) or Tail Slap +18 melee (2d6+15, 20/x2) |
Space/Reach: | 15 ft/10 ft (15 ft bite) |
Special Attacks: | Berserk, Breath Weapon, Core Charge, Core Vent, Death Throes |
Special Qualities: | Artifact Body, Construct Traits, Darkvision 60 ft, DR 10/adamantine, Energy Shield, Extraordinary Health, Fast Healing 1, Glide, Low-Light Vision, Pilot Bind, Transform |
Saves: | Fort +6*, Ref +8*, Will +6* |
Abilities: | Str 31**, Dex 15**, Con -, Int -*, Wis -*, Cha -* |
Skills: | As pilot. |
Feats: | As pilot. |
Environment: | Any |
Organization: | Unique |
Challenge Rating: | 13** |
Treasure: | None |
Alignment: | As pilot. |
Advancement: | 21+ HD (Huge) |
Level Adjustment: | — |
- As pilot.
- As above, or as pilot (if better).
Before you is a giant mechanical beast, its body made of ivory and golden trim, sparkling jewels, and metal plating. This one is designed after a glorious dragon, its scales intermixed with pulsing white light. As it roars, gouts of steam erupt from its mouth!
Legends tell of an ancient world ruled by beasts. In these times humanity was pushed to the brink of extinction, cowering in their rocky caves as the titans dominated the planet, ravaged the landscape, and devoured their children. Many fell into despair, others transforming the terrible monsters into dark bloodthirsty gods to be feared and worshiped, with bloody sacrifices to ensure their safety. Still others fled deep and was lost to the nightmares below. But one day the prayers of dying man were heard and the gods listened. From the heavens fell a great ball of fire, and within the molten crater lay the savior of the world, a giant mechanical deity known as the Final Arbiter. Matched with chosen warriors of justice, these few heroes set forth to conquer the World of Monsters and return the surface world back to humanity.
The Final Arbiter split its power up among Seven Holy Warriors, who were granted the legs, arms, wings, sword, and heart of justice. The heart, sometimes known as the body, was known as Diamond Dragon which took the form of some of the terrible monsters which roamed that day and were able to fight toe to toe with these terrors. When transformed into the Final Arbiter, it becomes the central body which all other pieces connect to and thus can be considered the most important god-machine since it contains the Final Arbiter's core.
The god-machines do not speak, but sometimes animate on their own and are known to vocalize as the creatures they mimic. When in times of duress, they often rumble and emit glowing energy and steam. When piloted, the pilots can communicate with other god-machines as if they had telepathy out to 1 mile, and may speak via speaker verbally to creatures in earshot.
Combat[edit]
Though it is technically no stronger than any other god-machine, the Diamond Dragon is unique in that it contains the Final Arbiter's central power core. Perhaps due to that, it is more unstable than most and has the ability to go berserk, or detonate on destruction (though as always, being an artifact this does not completely obliterate it). It is also strong by the sheer number of attacks it possesses. Mixed with its deadly breath weapon, and the Diamond Dragon proves a handful at any range.
It possesses wings, but they are too small to sustain flight. Instead it glides, using Core Vent to launch skyward when it needs to.
Artifact Body (Ex): Technically all god-machines are pilotable major artifacts, and are effectively indestructible. Though they can be rendered inert by bringing it down to 0 hp, it is never fully destroyed. The god-machine can be brought back to life as if it were a living being, with no loss in levels. If there is a way to forever destroy a god-machine, it is a well kept secret that none know. As a side effect, all weapons used by the god-machine bypass DR/magic and DR/epic.
Berserk (Ex): Diamond Dragon is much more unstable than its brethren, and in certain cages it enters a rage mode which is difficult to stop. If it hits 0 hp, takes more than 50 damage in a single blow, or if another god-machine in 100 ft is destroyed, it has a 10% chance of entering a frenzy. In its berserk frenzy, it gains +10 to Strength, fast healing 10, and it comes under the effect of haste. Its shield is automatically refreshed at the start of the frenzy. It can remain in a frenzy for up to 1 minute and is no longer under the control of its pilot. It will attack all non-god-machines and non-god-machine pilots, and can continue to take damage into the negatives indefinitely. Only non-hp sources of damages can stop it, or the frenzy ending while at 0 hp or below. The experience leaves its pilot shaken for 1 hour as their mind briefly contacts the powerful source within the core embedded in the chest.
Breath Weapon (Su): Diamond Dragon has a powerful breath weapon, a line of raw energy. It deals 20d6 points of damage in a 15 ft wide 600 ft long line, with a DC 22 Reflex save for half. Creatures and objects destroyed by this damage are reduced to dust. It may use this breath once every 1d4 rounds. The saving throw is Constitution based, with a +2 racial bonus.
Core Charge (Ex): Diamond Dragon is able to draw energy in with its power core. As a move action it can draw energy in until the beginning of its next turn. It gains immunity to magic as a golem, and any spells and spell-like effects are absorbed and turned into healing energy, 1d6 points of recovery per spell level of the negated spell. The core charge also recovers a number of hp equal to its HD.
Core Vent (Ex): Diamond Dragon can vent its core energy through its chest, releasing it as a repulsive blast as a move action. If standing on all fours as normal, this rockets the god-machine into the air 200 ft as if using updraftSpC (CL 20th). Alternatively it can rear back and fire, creating a shockwave which makes a bull rush against all creatures in a 60 ft cone. This can push the creature beyond the limit of the cone and if they run into any solid objects they take 1d6 damage and fall prone. Regardless which version they use, the core vent cannot be used again until you have used core charge at least once.
Death Throes (Ex): Diamond Dragon's power core violently vents its power in all directions on destruction. It deals its breath weapon damage to all creatures within a 30 ft radius as a non-action upon being destroyed, Reflex save for half. It can choose to not activate this, venting the energy harmlessly straight up instead. Either way, the god-machine is rendered inert afterwards.
Energy Shield (Ex): All god-machine come with their own personal energy shields which protect them from harm. They have a reserve of 5 temporary hp per HD in their shield, and recover 10 hp every round. If depleted to 0 hp, the shield is disabled for 1d4+1 rounds, after which it returns at 50% strength. While the shield is up, the god-machine is protected against critical hits.
Extraordinary Health (Ex): God-machines always have maximum hp per HD.
Glide (Ex): Diamond Dragon's wings are too small for true flight, but good for gliding. It can move 40 ft through the air (poor maneuverability) for every 10 ft it drops. As long as its wings are intact they automatically unfold and reduces all falling damage to a minimum of 1d6 damage.
Pilot Bind (Ex): A god-machine on its own it little more than a motionless tool. It must bind to a pilot, who enters and attempts synchronization. The pilot must make a DC 15 Charisma check, failure means they cannot try again for 24 hours. Failing by 5 or more means they take psychic backlash, taking 1d6 points of ability damage to Int, Wis, and Cha. Upon a successful synchronization, the pilot and god-machine are bound in a way not unlike a spellcaster and their familiar. The pilot is aware of their god-machine's location and general status as long as it is within 1 mile, and the pilot can call the god-machine as a standard action. The god-machine will appear within 1 round next to the pilot in the closest available space, ready to be boarded.
Entering and activating a god-machine is a full round action. Once inside, the pilot has total cover from the outside and is in a self-containing life supporting environment. They are neurally hooked up to the god-machine and can feel its pain, use its senses, and move around as easily as if it were their own body. The god-machine adapts the mental ability scores, skills, and feats of the user as well as the user's saving throws (if better) and initiative (if better). The pilot can use their class features, but they do not have line of effect to the outside (making most spellcasting impossible). Effects like maneuvers may be done using the god-machine as their weapon, as well as class features such as sneak attack.
While the god-machines are not sentient, they are capable of self-animation usually following the commands of its external pilot. It is said that long term use of them imprints the pilot's mind to the god-machine, resulting in strange quirks and behaviors when unpiloted and self-animating. It also makes accepting new pilots difficult; a god machine with an assigned pilot who encounters another pilot trying to take control must have the new pilot succeed on the charisma check as well as an opposed charisma check with the previous pilot. If they fail either, they are rejected. If they fail the opposed Charisma check the god-machine self-activates as if piloted by its former owner, often to the threat and danger of its occupant who is unable to wrest control back. Transferring between pilots may be performed willingly. If so, the second opposed Charisma check is not needed.
Transform (Ex): All god-machines have the ability to transform into a part of a greater being known as Final Arbiter. All god-machines must be present within a 1 mile area, and a single god-machine activating transformation (a standard action) alerts other god-machines to do the same on their turns. Once all god-machines have accepted to transform, the process begins. Over the course of 1 round all god-machines are absorbed into a vortex focused on the first which chose to activate the transformation, rendering them invulnerable to harm during the process. At the end of the transformation, the god-machine is effectively gone and replaced by the Final Arbiter.
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