Huge Construct (Arena, Fiend)
Hit Dice: 36d10+40 (238HP)
Initiative: +4
Speed: 0’ (0 squares, attached to
Penance)
Armor Class: 38 (-2 size, +4 Dex, +26 natural); touch 12; flat-footed 34
Base Attack/Grapple: +27/+49
Attack: Slam +39 melee (4d10+14)
Full Attack: 2 Slams +39 melee (4d10+14)
Space/Reach: 15’/15’
Special Attacks: Calamity
Special Qualities: Arcane Defense, Construct traits, Damage Reduction 18/--, Energy Absorption, Fast Healing 10, Mighty Guard, Regeneration 10, Spell Resistance 36, Status Immunity
Saves: Fort +12, Ref +16, Will +12
Abilities: Str 39 (+14), Dex 19 (+4), Con -- (+0), Int -- (+0), Wis 11 (+0), Cha 1 (-5)
Skills: N/A
Feats: N/A
Environment: any (Monster Arena, Airship)
Organization: body (pair with
Penance &
Penance’s Left Arm)
Challenge Rating: 20
Treasure: N/A
Normal/Rare Steal: N/A/N/A
Alignment: Neutral
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 36d4 (90MP)
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Calamity (Su): +29 special ranged attack (4d6+4); 100’ range; Reflex save (DC32) for half damage & avoid the status effects; the save DC is Dexterity-based; this is a standard action that does not provoke attacks of opportunity; this ability costs 74MP to use; opponents that fail their Reflex save are subject to the following effects:
- Blind (25 minutes)
- Cursed
- Mute (25 minutes)
- Poison
- Power Break: any Strength bonus to attacks is negated for 4d6+16 rounds
- Magic Break: all damage dealt by that opponent’s spells is reduced by ˝ for 4d6+16 rounds; the opponent’s healing magic is only ˝ as effective, as well; multiple break effects do not stack
- Armor Break: any armor bonus for natural or worn armor is negated for 4d6+16 rounds
- Mental Break: any SR is negated for 4d6+16 rounds
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Arcane Defense (Su): the creature only takes 50% damage from spells, spell-like abilities, & other effects that deal non-specified damage, such as Flare, Holy, Nova, & Ultima
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Energy Absorption (Su): whenever the creature is dealt cold, fire, lightning, or water (force) damage, it actually gains HP equal to the damage that it normally would have taken; in addition, the creature absorbs damage from positive & negative energy (which includes spell-like abilities, such as holy); the creature cannot gain HP in excess of its maximum HP
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Mighty Guard (Su): grants all allies within 100’ (including itself) the following benefits: nul (all energy types), protect, & shell; this is a standard action that does not provoke an attack opportunity; this ability costs 16MP to use
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Regeneration (Ex): the creature regains 10 points of nonlethal damage per round; all damage dealt to the creature (except force energy damage) is treated as nonlethal damage; force energy deals normal damage to an arm; if an arm loses a part, the lost portion regrows in 1d6+4 rounds; it can reattach the severed member instantly by holding it to the stump
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Status Immunity (Su): the creature is immune to all status effects (other than KO)