Maerok
2007-06-16, 11:08 AM
Worldshaker
Colossal Construct
HD 20d10+80 (280 hitpoints)
Speed 90 ft. (18 squares), climb 30 ft., burrow 10 ft.
Init: +10
AC 40; touch 16; flat-footed 30
(-4 Size, +10 Dex, +24 Natural)
BAB +15; Grp +48
Attack 1 slam +24 (4d6+17, 20/x2)
Full-Attack Full attack 3 slams +24 (4d6+17, 20/x2)
Space 30 ft.; Reach 30 ft.
Special Attacks Pounce, magic missile battery, spell-like abilities, trample, anti-swarm pulse
Special Qualities DR 20/-, spell resistance 35, shield generator, worldshake; full awareness
Saves Fort +6, Ref +16, Will +6
Abilities Str 45, Dex 30, Con -, Int -, Wis 10, Cha 1
Skills None
Feats None
Environment Any
Organization Solitary
Challenge Rating 18
Treasure None
Alignment True Neutral (depends on commander)
This massive crab-like titan traverses the battlefield atop six legs. It weighs about 200 tons, bearing armor that is about a foot thick. The inner workings of this mechanical monstrosity are unknown, as it is a relic of ancient wars. Only two have ever been found; they were buried deep in a desert and a tar pit in the jungle. It understands no languages, and getting the thing to work is a mystery in itself. Once activated, however, the Worldshaker is terror to behold.
Spell-like Abilities: 1/minute - empowered widened delayed blast fireball; 3/day - disintegrate. DC 25, CL 20.
Superior Materials (Ex): The Worldshaker has maximum hitpoints. It requires 25,000 gp and one month to repair it, as well as a DC 40 (Architecture and engineering) check every week.
Full Awareness (Ex): The Worldshaker cannot be flanked and can see from all directions at once.
Pounce (Ex): The Worldshaker may make a full attack at the end of a charge.
Anti-Swarm Pulse (Su): As a standard action, the Worldshaker can emit a pulse which repels all Large or smaller creatures within its space and the adjacent spaces outwards to a distance of 10 feet away. The effect can be avoided by spell resistance but the caster level of the effect is 20.
Magic Missile Battery (Su): As a full-round action, a volley of magic missiles (4d4) are launched from ports along the Worldshaker's back. Each one can be independently aimed, and has a ranged of 200 feet. Each deals 1d4+1 damage. It takes 1d4 rounds to prepare another volley.
Shield Generator (Su): As an immediate action, the Worldshaker can activate a magic-based force field around itself as per wall of force except as a sphere protecting everything within its space until the beginning of its next turn. Creatures within the area are protected, enemy or not.
Trample (Ex): The Worldshaker may trample (http://www.d20srd.org/srd/specialAbilities.htm#trample) as a full-round action, dealing 4d6+25 damage unless the creatures succeeds on a DC 37 Reflex save. Whether they pass the save or not, they are knocked prone.
Worldshake (Ex): As the Worldshaker moves, all creatures within 5 miles may hear it with a DC 25 Listen check. For every mile closer, the DC is decreased by 5. Those within one mile take a -5 penalty to all Listen checks on a round when the Worldshaker moves. Creatures with tremorsense can detect it for one mile per 10 feet of the ability; if within half a mile, the only thing they can detect is the Worldshaker (it drowns out all other vibrations). Creatures who navigate via sound alone receive a -2 penalty to all attacks, saves, and checks, when within half a mile. When the Worldshaker moves adjacent to a building, through at least one adjacent square, that building automatically takes 1d6 damage, bypassing its hardness.
Colossal Construct
HD 20d10+80 (280 hitpoints)
Speed 90 ft. (18 squares), climb 30 ft., burrow 10 ft.
Init: +10
AC 40; touch 16; flat-footed 30
(-4 Size, +10 Dex, +24 Natural)
BAB +15; Grp +48
Attack 1 slam +24 (4d6+17, 20/x2)
Full-Attack Full attack 3 slams +24 (4d6+17, 20/x2)
Space 30 ft.; Reach 30 ft.
Special Attacks Pounce, magic missile battery, spell-like abilities, trample, anti-swarm pulse
Special Qualities DR 20/-, spell resistance 35, shield generator, worldshake; full awareness
Saves Fort +6, Ref +16, Will +6
Abilities Str 45, Dex 30, Con -, Int -, Wis 10, Cha 1
Skills None
Feats None
Environment Any
Organization Solitary
Challenge Rating 18
Treasure None
Alignment True Neutral (depends on commander)
This massive crab-like titan traverses the battlefield atop six legs. It weighs about 200 tons, bearing armor that is about a foot thick. The inner workings of this mechanical monstrosity are unknown, as it is a relic of ancient wars. Only two have ever been found; they were buried deep in a desert and a tar pit in the jungle. It understands no languages, and getting the thing to work is a mystery in itself. Once activated, however, the Worldshaker is terror to behold.
Spell-like Abilities: 1/minute - empowered widened delayed blast fireball; 3/day - disintegrate. DC 25, CL 20.
Superior Materials (Ex): The Worldshaker has maximum hitpoints. It requires 25,000 gp and one month to repair it, as well as a DC 40 (Architecture and engineering) check every week.
Full Awareness (Ex): The Worldshaker cannot be flanked and can see from all directions at once.
Pounce (Ex): The Worldshaker may make a full attack at the end of a charge.
Anti-Swarm Pulse (Su): As a standard action, the Worldshaker can emit a pulse which repels all Large or smaller creatures within its space and the adjacent spaces outwards to a distance of 10 feet away. The effect can be avoided by spell resistance but the caster level of the effect is 20.
Magic Missile Battery (Su): As a full-round action, a volley of magic missiles (4d4) are launched from ports along the Worldshaker's back. Each one can be independently aimed, and has a ranged of 200 feet. Each deals 1d4+1 damage. It takes 1d4 rounds to prepare another volley.
Shield Generator (Su): As an immediate action, the Worldshaker can activate a magic-based force field around itself as per wall of force except as a sphere protecting everything within its space until the beginning of its next turn. Creatures within the area are protected, enemy or not.
Trample (Ex): The Worldshaker may trample (http://www.d20srd.org/srd/specialAbilities.htm#trample) as a full-round action, dealing 4d6+25 damage unless the creatures succeeds on a DC 37 Reflex save. Whether they pass the save or not, they are knocked prone.
Worldshake (Ex): As the Worldshaker moves, all creatures within 5 miles may hear it with a DC 25 Listen check. For every mile closer, the DC is decreased by 5. Those within one mile take a -5 penalty to all Listen checks on a round when the Worldshaker moves. Creatures with tremorsense can detect it for one mile per 10 feet of the ability; if within half a mile, the only thing they can detect is the Worldshaker (it drowns out all other vibrations). Creatures who navigate via sound alone receive a -2 penalty to all attacks, saves, and checks, when within half a mile. When the Worldshaker moves adjacent to a building, through at least one adjacent square, that building automatically takes 1d6 damage, bypassing its hardness.