Hit Dice: Body: 40d10+640 (890 average, 1050 max) Each Arm: 455 average, 550 max Each Leg: 455 average, 550 max Head: 455 average, 550 max Initiative




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ANNIHILATOR



Huge Construct

Hit Dice:

Body: 40d10+640 (890 average, 1050 max)

Each Arm: 455 average, 550 max

Each Leg: 455 average, 550 max

Head: 455 average, 550 max



Initiative:

+4

Speed:

70’ (14 squares) (40’ base + 30 haste) or fly 90’ (good) (60’ base + 30’ haste)

Armor Class:

40 (-2 size, +37 natural + 1 haste + 4 shield), touch 8, flat-footed 39

Base Attack/Grapple:

+30/+53

Attack:

Slam +43 melee (2d10+15) or eye beams +28 ranged touch (see below) or grenade +28 ranged (see below) or single shot +28 ranged touch (3d6 energy)

Full Attack:

3 slams +43 melee (2d10+15) and 2 eye beams +23 ranged touch (see below) and 2 grenades +23 ranged (see below) 14 shots +23 ranged touch (3d6 energy) OR 5 grenades +23 ranged (see below)

Space/Reach:

20 ft./20 ft.

Special Attacks:

Crush, eye beams, grenades, guns, shockwave, spell-like abilities.

Special Qualities:

Camouflage, combat options, construct traits, construct toughness, cushioned falls, damage reduction 20/-, darkvision 120 ft., fast repair 30, flaws, flight, immunity to electricity and fire, immunity to magic, low-light vision, modularization, scanners, self-destruct, shockwave

Saves:

Fort +12, Ref +12, Will +12

Abilities:

Str 40, Dex 10, Con -, Int -, Wis 10, Cha 1

Skills:

Hide* +20, Jump +50**, Listen +20***, Move Silently +20*, Spot +20***

Feats:

See combat options

Environment:

Castle Alamar

Organization:

Solitary, wing (2-8), squadron (9-16)

Challenge Rating:




Treasure:

None

Alignment:

True neutral

Advancement:

41+ HD (Huge or larger)

*Annihilators have a +28 racial bonus to Hide checks and a +20 racial bonus to Move Silently checks.

**Annihilators have a +19 racial bonus to Jump checks with both legs intact. Without these legs, they have no bonus.

***Annihilators have a +20 racial bonus on Listen and Spot checks with the head intact.
A huge black construct hulks over you, its hull painted a sleek black. It appears hunched over, ready for battle, with each arm about ‘head’ level containing six holes in a hexagonal pattern. Its ‘head’ stares at you with two menacing black eye sockets.
Annihilator mechs are fusions of magic and technology with bodies of steel. In your campaign, you may wish to emulate technology using magic or vice versa.

A typical annihilator stands 20’ tall and weighs about 20,000 pounds.

COMBAT

Annihilators are built for their combat ability. While not sentient, their AI is usually sophisticated enough to simulate INT and WIS scores of about 20. If badly damaged and left to their default behavior, they will retreat if possible and self-destruct if not. Otherwise, each annihilator will relentlessly pursue its prey or carry out its current instructions until completion.


An annihilator’s natural weapons as well as any it wields are treated as magic for the purpose of overcoming damage reduction. An annihilator’s natural weapons are also treated as cold iron for the purpose of bypassing damage reduction.


Camouflage (Ex): (Body) Despite its bulk and weight, annihilators are engineered with the possibility for stealth, and as such, they get a racial bonus of +28 to Hide and +20 to Move Silently.
Combat Options (Ex): Annihilators get the following feats as extraordinary abilities: Improved Bull Rush, Improved Grapple, Improved Initiative, Improved Maneuverability, Improved Precise Shot, and Precise Shot.

Annihilators can attempt to sunder items with their shots. Treat their gun blasts as one-handed weapons for such a purpose.


Construct Toughness (Ex): Annihilators use their STR modifier instead of their CON modifier to determine bonus HP per HD.
Crush (Ex): (Legs) Annihilators that land on a creature or an object do slam damage based on size category and weight. Treat this as a melee touch slam attack with a separate attack roll for each target in its landing zone. Annihilators deal d6 damage per 1000 pounds of weight + falling damage + double the annihilator’s STR bonus. (Should an annihilator ever have a STR penalty, that applies instead of double its STR bonus.) Typical annihilators do 20d6 + 30 + falling damage.

If an annihilator makes a long jump, treat the falling damage as half normal.

If an annihilator lands on multiple creatures or objects, the damage is split evenly among them. Regardless of what the annihilator hits when it lands, it shares a portion of the falling damage which it splits evenly between its legs.
Cushioned Falls (Ex): (Legs) An annihilator’s fall is treated as if shorter according to the chart below though damage reduction doesn’t apply. For mechs larger than Colossal, continue the pattern.


Size Category

Falling Damage Treated as This Much Less (No Jump)

Falling Damage Treated as This Much Less (Jumping)

Diminutive or Smaller

None

10’

Tiny

10’

20’

Small

20’

30’

Medium

30’

40’

Large

40’

50’

Huge

50’

60’

Gargantuan

60’

70’

Colossal

70’

80’


Eye Beams (Su): (Head) No two story tall robot is complete without the ability to shoot menacing beams from its eyes. An annihilator can fire its eye beams as rays with a range of Medium, regardless of the original range. (A default annihilator has a range of 300’.) All eye beams based on spells retain their original save but bypass all spell resistance. The save DC is 10 + ½ the annihilator’s HD for a default DC of 30. Unless sated otherwise, all eye beams have a caster level of 20.

Firing one beam is a standard action and an annihilator can fire up to two beams- one from each eye- as part of a full attack with the same or different effects at one target or different targets. Eye beams may not be used to make attacks of opportunity.



Antimagic ray: Any target struck with this must make a Will save or be unable to use its spells, spell-like abilities, and supernatural abilities for 1 round per level. Affected objects lose their magical properties and creatures do not benefit from magical items used on them or continuous effects that affect them. Effects with a duration other than instantaneous are don’t function for the duration of antimagic ray but their time in the antimagic area counts against their duration. Summoned creatures wink out for antimagic ray’s duration. This ability counts as a level 7 arcane spell.

Dimensional anchor

Disintegrate

Energy drain

Feeblemind: This ray functions as the spell except creatures that can cast arcane spells get no penalty to their saves.
Fast Repair (Su): (Body) Each round at the beginning of the annihilator’s turn, all parts with at least 1 HP and attached to the annihilator gain 30 HP but not to exceed their maximum HP. A body reduced to 0 or fewer HP is no longer able to use the fast repair ability and the annihilator completely ceases functioning. A part, once at full HP, is affected as if by make whole.

A severed limb reattached to its stump when fast repair activates, assuming it has at least 1 HP, is permanently and instantly reattached, though it can still be hacked off again.


Flight (Ex): (Body) Annihilators can normally fly at a speed of 60’ with good maneuverability factoring in Improved Maneuverability. Jets of flame shoot out from their heels and back during flight, allowing these bulky machines to become airborne despite their size. (Annihilators without feet have these jets fire from the stumps where their feet would be.) Being struck with one of these jets causes 6d6 fire damage with a DC34 Reflex save for half. On a square grid, the back jet is positioned on the top 2 squares along the mech’s back side.

The DC is 10 + ½ the creature’s HD + a special size modifier. For annihilators of a size larger than Colossal, increase the damage by 2d6 per category.




Size Category

Each Jet’s Fire Damage

Fine

1d2

Diminutive

1d3

Tiny

1d4

Small

1d6

Medium

2d6

Large

4d6

Huge

6d6

Gargantuan

8d6

Colossal

10d6


Grenades: (Body) Annihilators toss grenades from their two back- and shoulder-mounted grenade launchers. Unless stated otherwise, grenades have a 50’ range increment, explode in a 20’ radius burst and annihilators can launch one grenade as a standard action or no more than two grenades as part of a full attack. Alternatively, an annihilator can spend its entire round launching grenades and fling one grenade per attack it could make as part of a full attack. A typical annihilator can fling 5 grenades on a full attack since grenades benefit from additional attacks granted from a high base attack bonus.

Launching grenades is an extraordinary ability though some grenade effects are supernatural. Each effect that would normally have a save were it a spell, such as slow, still grants that save. Each effect on a grenade requires a separate save with a DC of 10 + ½ the annihilator’s HD with a default DC of 30, though these blasts bypass spell resistance. Each effect has a caster level of 20 and effects affect targets in numerical order.

Grenades are Fine objects with 18 AC, 5 hardness, and 10 HP. Destroying a grenade before it explodes detonates it with the same effects as normal. Creatures can ready an action to either attack a grenade in reach, even with a spell or ranged weapon, or deflect it in a random direction. Deflecting requires an attack roll opposed to the annihilator’s attack roll when it launched the grenade. If your attack roll is higher , the grenade moves in the readied direction 1’ for every point of attack bonus your roll exceeded the annihilator’s. If your roll is lower, you miss the grenade. If your roll is the same, roll a d10 and consult the chart below.


d10 Result

Grenade Moves This Way

1

To your front and left

2

Directly in front of you

3

To your front and right

4

Directly to your left

5

Into your square

6

Directly to your right

7

Behind you to your left

8

Directly behind you

9

Behind you to your right

0 or 10

Reroll and see


Buff Snuff (Su)

1: All creatures failing a Will save take 2d12 damage per spell affecting them and those that pass take half this damage. Even spells like message and geas trigger this damage.

2: A targeted greater dispel magic affects all creatures in the area.
Caster Blaster (Su): Caster blaster grenades have a range increment of 100’.

1: All creatures, including undead, must make a Fortitude save or lose their focus. All spells, spell-like abilities, and supernatural abilities on which the caster concentrates immediately end their concentration. Also, for the next minute, casters that failed must succeed on a Concentration check equal to the initial Fortitude save to use spells, spell-like abilities, and supernatural abilities, and effects normally requiring Concentration checks require a check every round at +5 DC.

2: The area is filled with silence as per the spell. There is no save but spell resistance applies.

3: All creatures who fail a Will save have the energy type of their effects change according to the chart below. This effect also affects items that cast spells, such as a wand of scorching ray or a necklace of fireballs and lasts for 1 round per caster level. Effects that started before the grenade hit like fire shield and vigor (Complete Divine) are also affected. Treat this energy exchange field as a level 7 arcane spell.

Effects that normally inflict negative levels via negative energy instead grant temporary levels with stacking effects. Each temporary level grants 5 temporary HP, a +1 temporary bonus to caster levels, and +1 on ability checks, skill checks, saving throws, and attack rolls. Effects that deal ability damage or drain through negative energy instead act like restoration and remove that amount of damage or drain. Effects that remove a specific amount of negative levels or ability damage or drain via positive energy, such as lesser restoration, instead bestow that amount with all saves and SR normally allowed for such effects. Effects that remove all negative levels or ability damage or drain just don’t work.

Effects that via positive energy heal HP like cure light wounds instead inflict that amount and effects that via negative energy deal damage like inflict light wounds instead heal that amount. Clerics and other creatures that channel positive energy can’t spontaneously convert spells to cure spells and negative energy channelers can’t spontaneously convert spells to inflict spells. Likewise, effects that remove or bestow exhaustion or fatigue are also reversed.

Effects that normally kill or revive creatures that rely on positive or negative energy are too reversed. Undeath to death instead affects only living creatures while finger of death targets only undead. Raise dead instead restores undead creatures to their former state of undeath while revive undead (Spell Compendium) affects only those who were recently alive. Raise dead normally requires the corpse of a formerly living creature dead for no more than 1 day per caster level. It would instead revive an undead creature that was destroyed for no more than 1 day per caster level and remove that creature of 1 HD. If it had only 1 HD before raise dead it is instead permanently destroyed. Regardless, a dead or destroyed creature’s soul must be free and willing to return.


Old Energy Type

New Energy Type

Acid

Cold

Cold

Electricity

Electricity

Fire

Fire

Acid

Negative

Positive

Positive

Negative

Sonic

Random. Roll a d6 when the grenade detonates and apply this result to all effects for the duration.

d6 Result

New Energy Type

1

Acid

2

Cold

3

Electricity

4

Fire

5

Negative

6

Positive



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