Difference between revisions of "Automag Armor Zmeu (3.5e Monster)"
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|full_at=Unarmed Strike +26/+21/+16 melee (2d6+15, 20/x2) and [[Hardlight (3.5e Equipment)|Hardlight]] Longsword +27/+22/+17 melee (4d6+15, 19-20/x2) and Shield Bash +26/+21/+16 melee (2d6+15, 20/x2) and Vulcans +13/+8/+3 ranged touch (4d6, 20/x2) | |full_at=Unarmed Strike +26/+21/+16 melee (2d6+15, 20/x2) and [[Hardlight (3.5e Equipment)|Hardlight]] Longsword +27/+22/+17 melee (4d6+15, 19-20/x2) and Shield Bash +26/+21/+16 melee (2d6+15, 20/x2) and Vulcans +13/+8/+3 ranged touch (4d6, 20/x2) | ||
|space=20 ft |reach=20 ft | |space=20 ft |reach=20 ft | ||
− | |sa=Vulcans | + | |sa=Scanner, Vulcans |
− | |sq=Booster Jets, Cockpit, Construct Traits, Death Throes, Glidewings | + | |sq=Booster Jets, Cockpit, Construct Traits, Death Throes, DR 10/adamantine, Glidewings, [[Reinforced Plating (3.5e Creature Ability)|Reinforced Plating +3]], Resist Cold/Fire 10, Siege Weapon |
|fort=+9 |ref=+8 |will=+6 (or as pilot) | |fort=+9 |ref=+8 |will=+6 (or as pilot) | ||
|str=40 |dex=14 |con=- |int=-* |wis=-* |cha=-* | |str=40 |dex=14 |con=- |int=-* |wis=-* |cha=-* | ||
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|env=Any | |env=Any | ||
|org=Solitary, Pair, or Squad (3-6) | |org=Solitary, Pair, or Squad (3-6) | ||
− | | | + | |cralt=[[Challenge Rating::10]], or [[Challenge Rating::as pilot +3]] (whichever is higher) |
|treas=Standard | |treas=Standard | ||
|align=Always True Neutral, or as Pilot | |align=Always True Neutral, or as Pilot | ||
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The greatest ability of the Automags is to take the skills and abilities of the pilot and transfer them to the body of a steel titan. Thus the automag can fight in melee, fire ranged weapons, or even cast spells (with some difficulty) while inside their mobile armor. Even when lacking a pilot to augment its power, it still can operate by imbuing it with a spirit to produce a mindless automation not unlike a normal golem. | The greatest ability of the Automags is to take the skills and abilities of the pilot and transfer them to the body of a steel titan. Thus the automag can fight in melee, fire ranged weapons, or even cast spells (with some difficulty) while inside their mobile armor. Even when lacking a pilot to augment its power, it still can operate by imbuing it with a spirit to produce a mindless automation not unlike a normal golem. | ||
− | '''Booster Jets {{Ex}}:''' The Zmeu can use booster jets to either increase its movement speed, make powerful jumps, or engage in brief flight. Activating the jets is done as part of a move action. It can increase its movement speed by +30 ft for 1 round, improve its Jump check by +30 (for a total of +53) while counting as having a running start, or gain a fly speed of 50 ft (clumsy). For every round it uses the | + | '''Booster Jets {{Ex}}:''' The Zmeu can use booster jets to either increase its movement speed, make powerful jumps, or engage in brief flight. Activating the jets is done as part of a move action. It can increase its movement speed by +30 ft for 1 round, improve its Jump check by +30 (for a total of +53) while counting as having a running start, or gain a fly speed of 50 ft (clumsy). For every round it uses the booster jets, it requires twice as much time to recharge (so 1 round of use takes 2 rounds to recharge). It can retain the booster jets for up to 1 minute of use. |
− | '''Cockpit {{Ex}}:''' As a vehicle the Zmeu has a cockpit space for one pilot. While inside the pilot benefits from total cover, but is not entirely separated due to their spirit jar system. When activated the Zmeu transfer the spirit of the pilot into the machine, allowing the pilot to use their feats, skills, and class features as if the Zmeu was their own body. However, spellcasting spells outside the cockpit comes with a | + | '''Cockpit {{Ex}}:''' As a vehicle the Zmeu has a cockpit space for one pilot. While inside the pilot benefits from total cover, but is not entirely separated due to their spirit jar system. When activated the Zmeu transfer the spirit of the pilot into the machine, allowing the pilot to use their feats, skills, and class features as if the Zmeu was their own body. However, spellcasting spells outside the cockpit comes with a 15% spell failure chance due to casting since the Zmeu cannot perfectly duplicate all effects. Since they are possessing their golem body they can still be affected by mind-affecting effects even though there is no line of sight to the body. Beyond mind-affecting effects, the body is safe from danger. Alternatively, the spirit jar can be inhabited by another spirit (often an elemental spirit), gaining [[Wis]] 11 and [[Cha]] 1, and behaving like a mindless normal golem. |
For would-be pilots, activating the Zmeu requires a DC 23 [[Knowledge Xeno (3.5e Skill)|Knowledge Xeno]] or [[Pilot (3.5e Skill)|Pilot]] check. Afterward, they only need a DC 10 check to continue using it in combat, and you can take 10 on this check even in the middle of combat. | For would-be pilots, activating the Zmeu requires a DC 23 [[Knowledge Xeno (3.5e Skill)|Knowledge Xeno]] or [[Pilot (3.5e Skill)|Pilot]] check. Afterward, they only need a DC 10 check to continue using it in combat, and you can take 10 on this check even in the middle of combat. | ||
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The cockpit is protective, but if the Zmeu falls in battle it may be a death trap. The pilot may attempt a DC 30 Knowledge Xeno or Pilot check to eject the cockpit as an immediate action, placing them right outside of the Zmeu's death throes (see below) with only 3d6 nonlethal falling damage. Failing this check exposes the Zmeu to the death throes with no save. If the pilot survives, their spirit returns to their body without any problems. | The cockpit is protective, but if the Zmeu falls in battle it may be a death trap. The pilot may attempt a DC 30 Knowledge Xeno or Pilot check to eject the cockpit as an immediate action, placing them right outside of the Zmeu's death throes (see below) with only 3d6 nonlethal falling damage. Failing this check exposes the Zmeu to the death throes with no save. If the pilot survives, their spirit returns to their body without any problems. | ||
− | '''Death Throes {{Su}}:''' If the Zmeu falls in battle and takes at least 20 points of damage beyond 0 hp, its reactor explodes dealing 20d6 damage to all creatures in a 30 ft radius burst, with a DC 20 [[Reflex]] save for half. Death throes can also be activated as a standard action, with up to a 1 minute delay. This destroys the Zmeu. The save DC is [[Constitution]] based. | + | '''Death Throes {{Su}}:''' If the Zmeu falls in battle and takes at least 20 points of damage beyond 0 hp, its reactor explodes dealing 20d6 damage to all creatures in a 30 ft radius burst, with a DC 20 [[Reflex]] save for half. Death throes can also be activated as a standard action, with up to a 1 minute delay. This destroys the Zmeu. If enough damage is dealt to bring it to -100 hp in one blow, it is destroyed before it can explode. The save DC is [[Constitution]] based. |
'''Glidewings {{Ex}}:''' The Zmeu can unfold or fold its wings out as a free action, giving it a glide speed of 50 ft (poor) for every 10 ft it drops. | '''Glidewings {{Ex}}:''' The Zmeu can unfold or fold its wings out as a free action, giving it a glide speed of 50 ft (poor) for every 10 ft it drops. | ||
− | + | '''Siege Weapon {{Ex}}:''' The Zmeu counts as a siege weapon. All its attacks are considered siege weapons, and itself is considered a fortification, taking half damage from non-siege physical attacks. | |
− | |||
− | '''Siege Weapon {{Ex}}:''' The Zmeu counts as a siege weapon. All its attacks are considered siege weapons, and itself is considered a fortification, taking | ||
'''Scanner {{Su}}:''' The Zmeu has multiple vision modes, though it can only possess a single vision mode at a time. Switching between vision modes is a swift action, though you may also use a move action. It has normal vision, dark vision, x-ray vision (as the [[SRD:Ring of X-Ray Vision|ring of x-ray vision]] with no limit on use), and magic vision (treat as ''[[SRD:Detect Magic|detect magic]]'', with a dim outline of reality around it). | '''Scanner {{Su}}:''' The Zmeu has multiple vision modes, though it can only possess a single vision mode at a time. Switching between vision modes is a swift action, though you may also use a move action. It has normal vision, dark vision, x-ray vision (as the [[SRD:Ring of X-Ray Vision|ring of x-ray vision]] with no limit on use), and magic vision (treat as ''[[SRD:Detect Magic|detect magic]]'', with a dim outline of reality around it). |
Latest revision as of 00:54, 3 September 2020
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Automag Armor Zmeu | |
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Size/Type: | Gargantuan Construct (Vehicle) |
Hit Dice: | 20d10+120 (230 hp) |
Initiative: | As pilot. |
Speed: | 50 ft, glide 50 ft (poor) |
Armor Class: | 26 (+18 armor, +2 dex, -4 size), touch 8, flat-footed 26 |
Base Attack/Grapple: | +15/+42 |
Attack: | Unarmed Strike +26 melee (2d6+15, 20/x2) or Hardlight Longsword +27 melee (4d6+15, 19-20/x2) or Shield Bash +26 melee (2d6+15, 20/x2) or Vulcans +13 ranged touch (4d6, 20/x2) |
Full Attack: | Unarmed Strike +26/+21/+16 melee (2d6+15, 20/x2) and Hardlight Longsword +27/+22/+17 melee (4d6+15, 19-20/x2) and Shield Bash +26/+21/+16 melee (2d6+15, 20/x2) and Vulcans +13/+8/+3 ranged touch (4d6, 20/x2) |
Space/Reach: | 20 ft/20 ft |
Special Attacks: | Scanner, Vulcans |
Special Qualities: | Booster Jets, Cockpit, Construct Traits, Death Throes, DR 10/adamantine, Glidewings, Reinforced Plating +3, Resist Cold/Fire 10, Siege Weapon |
Saves: | Fort +9, Ref +8, Will +6 (or as pilot) |
Abilities: | Str 40, Dex 14, Con -, Int -*, Wis -*, Cha -* |
Skills: | As pilot. |
Feats: | As pilot plus Improved Shield BashB, Improved Unarmed StrikeB |
Environment: | Any |
Organization: | Solitary, Pair, or Squad (3-6) |
Challenge Rating: | 10, or as pilot +3 (whichever is higher) |
Treasure: | Standard |
Alignment: | Always True Neutral, or as Pilot |
Advancement: | |
Level Adjustment: | — |
Before you is a giant born of man, a frame of steel and iron wielding a blade of light and a shield as large as its arm. This is an Automag Armor, the XAM-6 Zmeu. This particular model has a head stylized like that of a dragon, with a single burning optic in its forehead and a crown of horn-like antenna. Its back has a pair of small but functional gliding wings, and large rockets on the arms, legs, and spine. On its chest a shimmering crystal hides the cockpit of this machine.
Products of magic and science working in unison the Automag are powerful mobile armors, pilotable war golems equipped for battle. The key to their function is a cockpit and spirit jar. The spirit jar is either filled with a spirit and run like a normal golem, or a pilot enters and has their spirit briefly transported into the Automag, controlling it as if it were their own body. Also, unlike a typical golem, an Automag requires an actual power source to give the spirit the energy to move in. In the case of the Zmeu that comes from a refined darklight reactor. Its complex coolant system gives it the appearance of bleeding black blood when severely damaged.
The Zmeu is a semi-airborne infantry unit, providing the abilities of a humanoid frame with the ability to make large jumps and then glide long distances with its wings. The wings can fold up against their body to minimize profile, and they double as heat vents when in particularly extended situations. Automag Armor Zmeu stands at 55 ft tall and weigh 86,000 lbs.
Combat[edit]
The greatest ability of the Automags is to take the skills and abilities of the pilot and transfer them to the body of a steel titan. Thus the automag can fight in melee, fire ranged weapons, or even cast spells (with some difficulty) while inside their mobile armor. Even when lacking a pilot to augment its power, it still can operate by imbuing it with a spirit to produce a mindless automation not unlike a normal golem.
Booster Jets (Ex): The Zmeu can use booster jets to either increase its movement speed, make powerful jumps, or engage in brief flight. Activating the jets is done as part of a move action. It can increase its movement speed by +30 ft for 1 round, improve its Jump check by +30 (for a total of +53) while counting as having a running start, or gain a fly speed of 50 ft (clumsy). For every round it uses the booster jets, it requires twice as much time to recharge (so 1 round of use takes 2 rounds to recharge). It can retain the booster jets for up to 1 minute of use.
Cockpit (Ex): As a vehicle the Zmeu has a cockpit space for one pilot. While inside the pilot benefits from total cover, but is not entirely separated due to their spirit jar system. When activated the Zmeu transfer the spirit of the pilot into the machine, allowing the pilot to use their feats, skills, and class features as if the Zmeu was their own body. However, spellcasting spells outside the cockpit comes with a 15% spell failure chance due to casting since the Zmeu cannot perfectly duplicate all effects. Since they are possessing their golem body they can still be affected by mind-affecting effects even though there is no line of sight to the body. Beyond mind-affecting effects, the body is safe from danger. Alternatively, the spirit jar can be inhabited by another spirit (often an elemental spirit), gaining Wis 11 and Cha 1, and behaving like a mindless normal golem.
For would-be pilots, activating the Zmeu requires a DC 23 Knowledge Xeno or Pilot check. Afterward, they only need a DC 10 check to continue using it in combat, and you can take 10 on this check even in the middle of combat.
The cockpit is protective, but if the Zmeu falls in battle it may be a death trap. The pilot may attempt a DC 30 Knowledge Xeno or Pilot check to eject the cockpit as an immediate action, placing them right outside of the Zmeu's death throes (see below) with only 3d6 nonlethal falling damage. Failing this check exposes the Zmeu to the death throes with no save. If the pilot survives, their spirit returns to their body without any problems.
Death Throes (Su): If the Zmeu falls in battle and takes at least 20 points of damage beyond 0 hp, its reactor explodes dealing 20d6 damage to all creatures in a 30 ft radius burst, with a DC 20 Reflex save for half. Death throes can also be activated as a standard action, with up to a 1 minute delay. This destroys the Zmeu. If enough damage is dealt to bring it to -100 hp in one blow, it is destroyed before it can explode. The save DC is Constitution based.
Glidewings (Ex): The Zmeu can unfold or fold its wings out as a free action, giving it a glide speed of 50 ft (poor) for every 10 ft it drops.
Siege Weapon (Ex): The Zmeu counts as a siege weapon. All its attacks are considered siege weapons, and itself is considered a fortification, taking half damage from non-siege physical attacks.
Scanner (Su): The Zmeu has multiple vision modes, though it can only possess a single vision mode at a time. Switching between vision modes is a swift action, though you may also use a move action. It has normal vision, dark vision, x-ray vision (as the ring of x-ray vision with no limit on use), and magic vision (treat as detect magic, with a dim outline of reality around it).
Vulcans (Ex): The head of the Zmeu holds two powerful magical Vulcan cannons which project bolts of force not unlike magic missiles. As an attack action it can deal 4d6 force damage as a ranged touch attack, out to a distance of 1000 ft.
Back to Main Page → 3.5e Homebrew → Monsters
Eiji-kunv |
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Alignment | Always True Neutral, or as Pilot + |
Author | Eiji-kun + |
Challenge Rating | 10 + and as pilot +3 + |
Environment | Any + |
Identifier | 3.5e Monster + |
Level Adjustment | — + |
Rating | Undiscussed + |
Size | Gargantuan + |
Subtype | Vehicle + |
Title | Automag Armor Zmeu + |
Type | Construct + |