Difference between revisions of "Final Arbiter Danjonmasutā (3.5e Monster)"

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(Combat: Aaaand I forgot this. Messy messy.)
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|monster=Final Arbiter Danjonmasutā
 
|monster=Final Arbiter Danjonmasutā
 
|size=Colossal |type=Construct |subtypes=Vehicle
 
|size=Colossal |type=Construct |subtypes=Vehicle
|hd=46d10+80 |hp=540 (shield 230 hp)
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|hd=46d10+80 |hp=540 (shield 230)
 
|init=+0**
 
|init=+0**
 
|speed=60 ft, fly 120 ft (good)
 
|speed=60 ft, fly 120 ft (good)

Revision as of 23:28, 31 January 2015

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Author: Eiji-kun (talk)
Date Created: 1-22-15
Status: 3000 Articles!
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Final Arbiter Danjonmasutā
Size/Type: Colossal Construct (Vehicle)
Hit Dice: 46d10+80 (540 (shield 230) hp)
Initiative: +0**
Speed: 60 ft, fly 120 ft (good)
Armor Class: 42 (+20 deflect, +20 natural, -8 size), touch 22, flat-footed 42
Base Attack/Grapple: +34**/+64**
Attack: Critical Sword +40 melee (8d6+21, 18-20/x2) or Slam +40 melee (4d6+14, 20/x2) or Drill Horn +40 melee (8d6+14, 20/x4)
Full Attack: Critical Sword +40/+35/+30/+25 melee (8d6+21, 18-20/x2), or Slam +40 melee (4d6+14, 20/x2) and Drill Horn +35 melee (8d6+14, 20/x4)
Space/Reach: 30 ft/30 ft
Special Attacks: Finishing Strike, Segment Abilities, SLAs
Special Qualities: Adapt Body, Artifact Body, Construct Traits, Darkvision 60 ft, DR 20/-, Energy Shield, Extraordinary Health, Fast Healing 20, Low-Light Vision, Multipilot, Resist Energy Acid/Cold/Elec/Fire 30, SR 33, Transform, True Seeing
Saves: Fort +15*, Ref +15*, Will +15*
Abilities: Str 39**, Dex 10**, Con -, Int -*, Wis -*, Cha -*
Skills: As pilot.
Feats: As pilot.
Environment: Any
Organization: Unique
Challenge Rating: 23**
Treasure: None
Alignment: As pilot.
Advancement: 47+ HD (Huge)
Level Adjustment:
  • As best pilot.
    • As above, or as best pilot (if better).

Enveloped in a swirling energy force, the seven god-machines join together to form a metal giant, the Judge of the World! This is the strongest God of Destruction. It is the ultimate shape of courage! It is the weapon that mankind uses in their struggle against the ancient beasts! It name is... The Final Arbiter, Danjonmasutā!

Legends tell of an ancient world ruled by beasts. In these times humanity was pushed to the brink of extinction, cowering in their rocky caves as the titans dominated the planet, ravaged the landscape, and devoured their children. Many fell into despair, others transforming the terrible monsters into dark bloodthirsty gods to be feared and worshiped, with bloody sacrifices to ensure their safety. Still others fled deep and was lost to the nightmares below. But one day the prayers of dying man were heard and the gods listened. From the heavens fell a great ball of fire, and within the molten crater lay the savior of the world, a giant mechanical deity known as the Final Arbiter. Matched with chosen warriors of justice, these few heroes set forth to conquer the World of Monsters and return the surface world back to humanity.

When the seven god-machines combine, they create the giant humanoid robot known as Danjonmasutā. Standing 128 ft tall, it is clad in gold, ivory, and black adamantine armor, a prismatic rainbow of energies boiling within its large power core in its chest. It equips itself with its sword, the Critical, formed from the body of Amythest Aboleth. With all powers combined, they have the strength to topple even the gods!

Danjonmasutā does not speak on its own, but projects the voice of its pilots in unison. It stands 128 ft tall and is impossibly heavy and dense.

Combat

Danjonmasutā possesses many abilities, and is the ultimate gish. It has many options using its physical attacks, spell like abilities, and segment abilities to its fullest, and a large amount of endurance.

Adapt Body (Su): The Final Arbiter is always under the effect of adapt body.

Artifact Body (Ex): Technically all god-machines are pilotable major artifacts, and are effectively indestructible. Though they can be rendered inert by bringing it down to 0 hp, it is never fully destroyed. The god-machine can be brought back to life as if it were a living being, with no loss in levels. If there is a way to forever destroy a god-machine, it is a well kept secret that none know. As a side effect, all weapons used by the god-machine bypass DR/magic and DR/epic.

Energy Shield (Ex): All god-machine come with their own personal energy shields which protect them from harm. They have a reserve of 5 temporary hp per HD in their shield, and recover 10 hp every round. If depleted to 0 hp, the shield is disabled for 1d4+1 rounds, after which it returns at 50% strength. While the shield is up, the god-machine is protected against critical hits.

Extraordinary Health (Ex): God-machines always have maximum hp per HD.

Finishing Strike (Su): The Final Arbiter is capable of releasing a massive amount of power in a single killing strike. It can only activate this ability if it has been in combat for at least 1 minute straight, or it is reduced to 20% or less hp. If the conditions are met, it can make a single melee attack as a standard action, dealing normal damage and forcing a DC 33 Fortitude save against instant death. However, this is not a death effect. If the save is made, they instead take 40d6 additional damage and are dazed for 1 round. If the attack misses, the ability is not wasted. Otherwise it may only be used 1/day. The save DC is Constitution based.

Multipilot (Ex): Made of all the god-machines, the Final Arbiter thus has multiple pilots. Treat control as if they were subject to the fusion power, with the pilot of the Diamond Dragon being the default pilot in control. The Final Arbiter takes the best Strength, Dexterity, mental ability scores, and base saving throws of all pilots involved.

Segement Abilities: The Final Arbiter can use some of the ability of its component god-machines. It has access to all the following powers and any saving throws being DC 33. The saving throw is Constitution based.

Spell-Like Abilities (Sp): Final Arbiter has the following spell-like abilities: At will-flame strike, gate (travel only), true strike, wall of force; 3/day-disintegrate (DC 27), greater dispel magic, meteor swarm (DC 30), sunburst (DC 29); 1/day-control weather (standard action, DC 28), implosion (DC 30), mass heal (also functions on constructs, DC 30), prismatic sphere (DC 30); 1/month-miracle (DC 30).

The Final Arbiter possesses spell-like abilities which are Charisma based. For the purposes of spell-like abilities, the god-machines has an effective Charisma score equal to 10 + 1/2 HD, or Charisma 33. If its pilot has a higher charisma, it uses the pilot's score instead.

Transform (Ex): The final end result of the transform ability of the other god-machines, its transformation power merely allows it to separate back into its base components as a 1 round action. Damage between the individual parts and the Final Arbiter are kept separate, for its life is a measure of its fighting spirit and not its invulnerable artifact form. If the Final Arbiter is reduced to 0 hp, it automatically falls apart into its based components, and all pilots are rendered dazed for 1d4 rounds.

True Seeing (Su): The Final Arbiter is constantly under the effects of true seeing.


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Eiji-kun's Homebrew (5656 Articles)
Eiji-kunv
AlignmentAs pilot. +
AuthorEiji-kun +
Challenge Rating23** +
EnvironmentAny +
Identifier3.5e Monster +
Level Adjustment+
Rated BySpanambula +, Sunwitch + and Bhu +
RatingRating Pending +
SizeColossal +
SubtypeVehicle +
TitleFinal Arbiter Danjonmasutā +
TypeConstruct +