Automag Armor Goliath (3.5e Monster)
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Automag Armor Goliath | |
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Size/Type: | Colossal Construct (Vehicle) |
Hit Dice: | 25d10+185 (332 hp) |
Initiative: | As pilot. |
Speed: | 30 ft |
Armor Class: | 32 (+42 armor, -8 size, +4 shield), touch 6, flat-footed 32 |
Base Attack/Grapple: | +18/+54 |
Attack: | Unarmed Strike +30 melee (1d8+20, 20/x2) or Greathammer +30 melee (6d6+20 plus 10d6 fire DC , 19-20/x2) or Tower Shield +30 melee (4d6+20, 19-20/x2) or Vulcans +10 ranged touch (4d6, 20/x2) |
Full Attack: | Unarmed Strike +30/+25/+20/+15 melee (1d8+20, 20/x2) or Greathammer +30/+25/+20/+15 melee (6d6+20 plus 10d6 fire DC , 19-20/x2) or Tower Shield +30/+25/+20/+15 melee (4d6+20, 19-20/x2) or Vulcans +10/+5/+0/-5 ranged touch (4d6, 20/x2) |
Space/Reach: | 20 ft/20 ft |
Special Attacks: | Missile Battery, Recovery, Scanner, Vulcans |
Special Qualities: | Cockpit, Construct Traits, Death Throes, Fast Healing 5, Hardness 10, Ranged Countermeasures, Reinforced Plating +5, Siege Weapon, Stability +20 |
Saves: | Fort +13, Ref +8, Will +8 (or as pilot) |
Abilities: | Str 50, Dex 10, Con -, Int -*, Wis -*, Cha -* |
Skills: | As pilot. |
Feats: | As pilot plus Improved Shield BashB, Oversized GripB, Tower BashB |
Environment: | Any |
Organization: | Solitary, Pair, or Wall (3-4) |
Challenge Rating: | 14 or as pilot +3 (whichever is higher) |
Treasure: | Standard |
Alignment: | Always True Neutral, or as Pilot |
Advancement: | |
Level Adjustment: | — |
What would be an armored humanoid figure towering before you is more mobile castle than humanoid robot at this point. This is an Automag Armor, the XAM-8 Goliath. Its body is huge and heavy set, great wide legs equipped with treads upon treats, a tapering smaller body with wide shoulders and heavy backpack unit stuffed with missiles, and an ill proportioned tiny head hidded on top. On its forehead 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 Goliath that comes from a refined darklight reactor. Its complex coolant system gives it the appearance of bleeding black blood when severely damaged.
The Goliath is an extreme heavy weapons mobile platform, short on mobility but high on firepower. They are nearly invulnerable from afar, and deadly in melee. Automag Armor Goliath stands at 70 ft tall and weigh 400,000 lbs.
Combat
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.
Cockpit (Ex): As a vehicle the Goliath 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 Glint transfer the spirit of the pilot into the machine, allowing the pilot to use their feats, skills, and class features as if the Goliath was their own body. However, spellcasting spells outside the cockpit comes with a higher than normal 80% spell failure chance due to casting since the Goliath 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 Goliath 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 Goliath 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 Goliath's death throes (see below) with only 3d6 nonlethal falling damage. Failing this check exposes the Goliath 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 Goliath 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 27 Reflex save for half. Death throes can also be activated as a standard action, with up to a 1 minute delay. This destroys the Glint. If enough damage is dealt to bring it to -50 hp in one blow, it is destroyed before it can explode. The save DC is Constitution based.
Hardness (Ex): The Goliath has hardness 10, halving all damage except for force damage which deal full damage before hardness. However, siege weapons always deal full damage before hardness.
Missile Battery (Ex): The Goliath has several weapon systems which duplicate the following effects as extraordinary abilities. At will-orb of force; 6/day-flame strike; 2/day-sunburst, swift magic missile sentry; 1/day-meteor swarm, rain of fireballs. The saving throws for all abilities is DC 27, and the saving throw is Constitution based.
Ranged Countermeasures (Su): Attacks which originate outside of 30 ft are subject to deflection or negation, even if they are siege or magical attacks, even targeted and area effect spells. As a non-action it may roll d20 + its HD. If the amount is greater than the attack roll (for attacks and weapon-like spells), or greater than the spell's caster level, the effect is negated by a blast of supernatural bullet spray and lasers. It can do this multiple times a round, but each time its roll takes a cumulative -5 penalty. If cannot use ranged countermeasures against attacks it is not aware of or is flatfooted to. If brought under 50% hp, its ranged countermeasures go offline until repaired.
Recovery (Su): As a standard action, the goliath can recover 50 hp from its self repair systems.
Siege Weapon (Ex): The Goliath counts as a siege weapon. All its attacks are considered siege weapons, and itself is considered a fortification, taking no damage from non-siege projectiles and half damage from non-siege melee attacks.
Scanner (Su): The Goliath 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, magic vision (treat as detect magic, with a dim outline of reality around it), but no x-ray vision. Instead it can zoom in, only taking a -1 penalty on Spot checks for distance every 100 ft. However, when zoomed it suffers a 20% miss chance against things within 100 ft.
Stability (Ex): The Goliath has stability like a dwarf, but with a +20 bonus.
Vulcans (Ex): The chest of the Goliath 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.
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