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URR Bio-SuitEdit
URR Bio-Suit | URR Bio-Suit Elite | |
---|---|---|
Size/Type: | Large Aberration (Bot) | Large Aberration (Bot) |
Hit Dice: | 4d8+16 (34 hp) | 8d8+32 (68 hp) |
Initiative: | –1 | –1 |
Speed: | 30 ft. in armor (6 squares); base speed 40 ft. | 40 ft. in armor (8 squares); base speed 40 ft. |
Armor Class: | 18 (–1 size, –1 Dex, +5 natural, +5 adjusted breastplate), touch 8, flat-footed 18 | 18 (–1 size, –1 Dex, +5 natural, +5 mithral adjusted breastplate), touch 8, flat-footed 18 |
Base Attack/Grapple: | +3/+12 | +6/+16 |
Attack: | Masterwork Heavy Mace +8 melee (2d6+5) or Dagger +7 melee (1d6+5) or Spiked Gauntlet +7 melee (1d6+5) | Urukke Steel Heavy Mace +13 melee (2d6+6, 19-20×2) or Dagger +12 melee (1d6+6) or Spiked Gauntlet +12 melee (1d6+6) |
Full Attack: | Masterwork Heavy Mace +8 melee (2d6+5) or Dagger +7 melee (1d6+5) or Spiked Gauntlet +7 melee (1d6+5) | Urukke Steel Heavy Mace +13 melee (2d6+6, 19-20×2) or Dagger +12 melee (1d6+6) or Spiked Gauntlet +12 melee (1d6+6) |
Space/Reach: | 10 ft./10 ft. | 10 ft./10 ft. |
Special Attacks: | — | — |
Special Qualities: | Bot Traits, Darkvision 60 ft., low-light vision, Ability Damage Reduction 1, Attunement, URR Hyper Armor Field (8), Manual Operation, Programming, Vital Force | Bot Traits, Darkvision 60 ft., low-light vision, Ability Damage Reduction 2, Attunement, URR Hyper Armor Field (16), Manual Operation, Programming, Vital Force |
Saves: | Fort +4, Ref +0, Will +4 | Fort +5, Ref +1, Will +6 |
Abilities: | Str 21, Dex 8, Con 17, Int —, Wis 10, Cha 7 | Str 22, Dex 8, Con 17, Int —, Wis 10, Cha 7 |
Skills: | Listen +0, Spot +0 | Listen +0, Spot +0 |
Feats: | Grimoire ToughnessB | Grimoire ToughnessB |
Environment: | Urban | Urban |
Organization: | Solitary, duo, squad (3–4), or force (5–8) | Solitary, duo, squad (3–4), or force (5–8) |
Challenge Rating: | 3 | 5 |
Treasure: | Standard | Standard |
Alignment: | Always True Neutral | Always True Neutral |
Advancement: | By hit dice | By hit dice |
Level Adjustment: | — | — |
Clad in a light gray bodysuit, the giant man, stocky and overbuilt, stood motionless, covered in a layer of dust and ash. Below its ribcage, flared open, was a great cavity into its torso. Inside was solid, skin-covered flesh of irregular, nearly mechanical shape. Even after the fall of the fortress nearly a decade earlier, these sentinels still waited below for new masters.
An URR bio-suit appears humanoid in shape and stands to a height of 9 to 10 feet tall and weighs in between 450 to 500 pounds. They often are covered in custom-painted and decorated armor, ranging in color and pattern according to local heraldry and customs. Though rarely seen without its armor, their skin color ranges from dusky gray to pinkish gray to pale cream. Often hidden until activated, the URR have magical tattoos used to enable interaction with their programming. Even when outside of their armors, they are often covered in tight bodysuits, usually made of a resistant or resilient material. The creatures do not sweat, have few internal organs and have been noted as occasionally having a mild, inoffensive chemical smell such as coal, copper or soap.
They are typically used to guard a location or for certain types of localized patrol operations, since if killed or rendered immobile, they are heavy enough to present a problem for hauling back to a safe location for repairs or reconstruction.
They're often built custom for their pilots, though this isn't necessary. Some attuned URR bio-suits may look like their pilots (at least superficially).
An URR bio-suit has a carrying capacity of 306 lb. for a light load, 307-612 lb. for a medium load and 613-920 lb. for a heavy load. It can push or drag 4,600 pounds.
It is proficient with simple weapons, light, medium and heavy armor and shields (except tower shields).
CombatEdit
Bot Traits: URR bio-suits are immune to disease, mind-affecting effects, paralysis, poison, polymorph, sleep effects and stunning. They are immune to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless) and are not at risk of death from massive damage. As an URR is linked to its pilot occupant, certain effects may carry on to the pilot, but not affect the URR itself. While an URR does not need to breathe, eat or sleep, it may ingest consumables for their benefit.
Ability Damage Reduction (Ex): An URR gains Soft Ability Damage Reduction (Strength, Dexterity and Constitution) 1. This increases by 1 every 4 hit dice.
Attunement (Su): A pilot suffers a –2 penalty on checks (attacks, saves, skills and ability checks) while operating an unattuned URR. A suit may only attune to a single pilot at a time. A new pilot is passively attuned after 24 hours of total piloting time or by making a Pilot or Program skill check (DC 25) to cut that time in half (with no retry on a failure for that particular URR for 24 hours).
Manual Operation (Ex): An URR's primary utility is to be piloted around by a Medium occupant, functioning as a single creature. Operating an URR requires at least 1 rank per its hit dice (4) in the Pilot skill to properly use, taking a move action to mount or dismount with an open cockpit with a base Pilot skill check DC of 0. Opening the cockpit is a move action (though it may also be opened as its own fast mount check) unless there is an unwilling pilot inside, in which case it becomes an opposed grapple check. The cockpit automatically closes when a pilot mounts into it. Piloting an URR is Dexterity- and Intelligence-based for its finesse and mental command.
The occupant pilot gains the sensation that the URR bio-suit is its own body. While inside, the pilot uses the URR's physical abilities in place of its own, as well as Fortitude and Reflex saving throws. Physical penalties and damage are applied to the URR, and stay with the URR if the pilot leaves, while mental effects (such as from Will saving throws) are applied to the pilot. A pilot may use its own feats and abilities so long as they do not rely on his anatomy to function while enclosed within the URR.
As a bot, an URR can be manually operated with a Program check to override the basic pilot skill requirement. This DC increases by 1 per additional hit dice added to it.
Programming: An URR possesses the following programs: Identify Creature, Protect and Reposition.
URR Hyper Armor Field (Su): As a move action, a piloted URR can generate a protective barrier around itself. This grants it a number of temporary hit points equal to twice its HD (8). While their URR Hyper Armor Field is active, they are immune to staggering and stunning (protecting the pilot from such effects as well), and they cannot have an action be interrupted through attacks of opportunity (such as provoking from a disarm attempt, or casting a spell). These temporary hit points overlap with other sources of temporary hit points.
Vital Force: An URR dies at an amount of damage below 0 equal to –10 minus its hit point total (–44 for the basic unit). It possesses Rapid Healing equal to its Hit Dice total (4 for the basic unit). Thanks to its Grimoire Toughness, it gains Fast Healing (1) when below half its hit point total (scaling with its hit die total). Finally, unlike most other bots, it gains half healing effectiveness from positive energy healing (such as from the cure line of spells) instead of none.
Cost & ConstructionEdit
An URR bio-suit is constructed from around 450-500 pounds of alchemical solutions, ectoplasm, magical dyes, stabilizing agents, transmutable aberration flesh, growth medium, nutrient broth and occasionally a sample of the pilot to be attuned. Thankfully, this refined process creates sterile URR.
If killed, its corpse does not rot and can be used and rebuilt at one quarter the cost of creating a new URR.
A base URR bio-suit costs 8,000 gp.
Additional hit dice can be added onto the unit later, enhancing its flesh with components and more refined materials. An additional hit die costs 2,000 gp plus 1,000 gp for every previous additional hit die (2,000 gp to give it a 4th hit die, an additional 3,000 gp for its 5th, an additional 4,000 gp for its 6th and so on). Each additional HD increases the pilot rank requirement by 1 and the Program check to operate it manually by 1.
For the additional cost of 100 gp, the URR can be imbued with the functionality of a masterwork skill tool for a physical ability-based skill built into it, providing a +2 circumstance bonus to the check. It can have 1 such addition per total hit die.
URRs can be custom attuned to a pilot so that Pilot and Program skill DCs for them specifically are reduced by 5 for the additional cost of 2,200 gp. An URR never loses this special attunement, even if other pilots are taken.
These additional hit dice or this customization is done in time and cost as per magical crafting, requiring the assembly skill check and Craft Construct feat, but not the assembly spells.
Listed Equipment Costs:
- Large Masterwork Heavy Mace: 324 gp
- Large Adjusted Breastplate: 400 gp
- Large Masterwork Urukke Steel Heavy Mace: 3,024 gp
- Large Mithral Adjusted Breastplate: 8,400 gp
- Large Dagger: 4 gp
- Large Spiked Gauntlet: 10 gp
- Large Unstable Fabric Bodysuit: 810 gp
Assembly:
Assembling the body requires a DC 20 Craft (technology) check.
CL 5th; Craft Construct, enlarge person, Ell's handy homunculus; Price 8,000 gp; Cost 4,000 gp + 320 XP.
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