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Automag Armor Zmeu (3.5e Monster)

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|space=20 ft |reach=20 ft
|sa=Scanner, Vulcans
|sq=Booster Jets, Cockpit, Construct Traits, Death Throes, DR 10/adamantine, Glidewings, Hardness 10, [[Reinforced Plating (3.5e Creature Ability)|Reinforced Plating +3]], Resist Cold/Fire 10, Siege Weapon
|fort=+9 |ref=+8 |will=+6 (or as pilot)
|str=40 |dex=14 |con=- |int=-* |wis=-* |cha=-*
|env=Any
|org=Solitary, Pair, or Squad (3-6)
|crcralt=[[Challenge Rating::10 ]], or [[Challenge Rating::as pilot +3 ]] (whichever is higher)
|treas=Standard
|align=Always True Neutral, or as Pilot
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.
'''Booster Jets {{Ex}}:''' The Zmeu can use booster jets to either increase its movement speed, make powerful jumps, or engage in brief flight. Activating the jets is done as part of a move action. It can increase its movement speed by +30 ft for 1 round, improve its Jump check by +30 (for a total of +53) while counting as having a running start, or gain a fly speed of 50 ft (clumsy). For every round it uses the booter booster jets, it requires twice as much time to recharge (so 1 round of use takes 2 rounds to recharge). It can retain the booster jets for up to 1 minute of use.
'''Cockpit {{Ex}}:''' As a vehicle the Zmeu 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 Zmeu transfer the spirit of the pilot into the machine, allowing the pilot to use their feats, skills, and class features as if the Zmeu was their own body. However, spellcasting spells outside the cockpit comes with a 1015% spell failure chance due to casting since the Zmeu 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 Zmeu requires a DC 23 [[Knowledge Xeno (3.5e Skill)|Knowledge Xeno]] or [[Pilot (3.5e Skill)|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 Zmeu 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 Zmeu's death throes (see below) with only 3d6 nonlethal falling damage. Failing this check exposes the Zmeu 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 Zmeu 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 20 [[Reflex]] save for half. Death throes can also be activated as a standard action, with up to a 1 minute delay. This destroys the Zmeu. If enough damage is dealt to bring it to -50 100 hp in one blow, it is destroyed before it can explode. The save DC is [[Constitution]] based.
'''Glidewings {{Ex}}:''' The Zmeu can unfold or fold its wings out as a free action, giving it a glide speed of 50 ft (poor) for every 10 ft it drops.
'''Hardness {{Ex}}:''' The Zmeu 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. '''Siege Weapon {{Ex}}:''' The Zmeu 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 physical attacks.
'''Scanner {{Su}}:''' The Zmeu 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, x-ray vision (as the [[SRD:Ring of X-Ray Vision|ring of x-ray vision]] with no limit on use), and magic vision (treat as ''[[SRD:Detect Magic|detect magic]]'', with a dim outline of reality around it).