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Catoblepas ATW-225 Armored Walker (3.5e Monster)

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Author: Eiji-kun (talk)
Date Created: 1-29-16
Status: Complete
Editing: Clarity edits only please
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Catoblepas ATW-225 Armored Walker
Size/Type: Colossal Construct (Vehicle)
Hit Dice: 32d10+192 (368 hp)
Initiative: As pilot.
Speed: 50 ft; cannot run
Armor Class: 42 (+40 armor, -8 size), touch 2, flat-footed 42
Base Attack/Grapple: +24/+60
Attack: Advanced Cannon +16 ranged (8d6, 20/x4) or Great Siege Cannon +16 ranged (16d6, 20/x4) or Stomp +36 melee (12d6+30, 20/x2)
Full Attack: Two Advanced Cannons +16 ranged (8d6, 20/x4) and Two Great Siege Cannons +16 ranged (16d6, 20/x4) or Stomp +36 melee (12d6+30, 20/x2)
Space/Reach: 30 ft/20 ft
Special Attacks: Siege Hardpoints, Stomp
Special Qualities: Construct Traits, Crew, Damage Resistance 50, Frightful Presence, Hardness 10, Massive Object, Multi-Target, Reinforced Plating +6, Siege Weapon, Steady Gait, Wallcrasher
Saves: Fort +16, Ref +10, Will +10 (or as pilot)
Abilities: Str 50, Dex 10, Con -, Int -*, Wis -*, Cha -*
Skills: As pilot.
Feats: As pilot.
Environment: Any
Organization: Solitary, or Squad (2-5)
Challenge Rating: 20, or as pilot +3 (whichever is higher)
Treasure: Standard
Alignment: Always True Neutral, or as Pilot
Advancement: -
Level Adjustment:


In the distance they could be seen, great towering beasts that seemed like metal camels or horses. As they stomp ever closer, you realize the true terrifying scale of the thing.

Said to have been developed by a massive extraplanar empire a long long time ago, these giant war machines seem impractical. They take on the shape of something similar to a robotic camel, with short stubby head and long slender legs. Yet the construction is such that it is nearly impervious to move weapons, and highly resistant to other weapons. They walk slowly but with purpose, crushing any and all ground-based threats in their path.

A catoblepas stands 75 ft tall, and weights 600 tons.

CombatEdit

The catoblepas is deployed from flying craft even larger than it, and set upon a planet it intends to invade. It then proceeds to talk forward, destroying everything in its path and completely ignoring any danger to itself, in theory. A clever opponent may be able to climb the thing, break inside, and slay its crew, or perhaps trip its massive legs up through a material tough enough not to snap on the movement of its legs.

This particular catoblepas is equipped with two advanced cannons and two great siege cannons.

Crew (Ex): As a vehicle the catoblepas has a cockpit space for two pilots, who control movement and weapons respectively. With only a single pilot, the catoblepas can only fire a single weapon and move, or fire all weapons without moving. While inside the pilot benefits from total cover. The catoblepas requires a DC 15 Knowledge Xeno or Pilot check to activate, and while active it adopts the pilot's mental ability scores, BAB, skills, and saving throws (if higher). It also uses the pilot's Dexterity score for the purpose of ranged attacks, but not saves or AC.

The catoblepas can be used as an armored troop carrier, and has a storage space for 1 Huge, 4 Large, 16 Medium, 64 Small, 256 Tiny, 1024 Diminutive, or 4096 Fine sized vehicles, objects, or additional creatures. The creatures can either jump out (a 40 ft drop), or the catoblepas can stop and sit prone to deploy its troops through large side gates. The doors are fitted with Amazing Locks (DC 40 Disable Device) and are made of adamantine (hardness 20, 80 hp). Attacking the doors is separate from attacking the catoblepas itself, and can only be targeted within melee range.

Damage Resistance (Ex): The catoblepas has damage resistance 50, which applies against all damage before hardness is applied. The damage resistance is bypassed by disintegration effects.

Hardness (Ex): The catoblepas has hardness 10, halving all damage except for acid and force damage which deal full damage before hardness. However, siege weapons always deal full damage before hardness.

Frightful Presence (Ex): Any creatures which can see a hostile catoblepas must make a DC 32 Will save, or be rendered shaken for 5d6 rounds. If the creature has 4 HD or less they are instead frightened for the duration, then shaken for an equal amount of time after. The save DC is Constitution based. A successful save renders the creature immune to that particular catoblepas' frightful presence for 24 hours.

Massive Object (Ex): The catoblepas is treated as a magical object, not a creature, for the purpose of interacting with spells and effects with the exception of disintegrate, which deals damage as normal and causes an instant breech on a failed save (see multi-target's hull entry).

Multi-Target (Ex): Like a hydra, an catoblepas has individual parts which can be targeted at a -4 penalty on attack rolls. These pieces are four Legs. The legs have 1/3 the catoblepas' total hit points (round down, or 122 hp for example). When one of these sub sections breaks, the following penalties apply (depending on how many legs are broken).

  • 1 Leg: Speed cuts in half.
  • 2 Legs: Speed reduced to 5 ft, catoblepas' height drops to 20 ft (see below).
  • 3 or more Legs: The catoblepas is rendered immobile and prone. Height drops to 0 ft.

The catoblepas is so tall with its legs, its actual body is 50 ft high in the air, and it cannot be attacked in melee from the ground. When prone, the body drops to 0 ft high and can be attacked in melee from the ground. The legs cannot be easily climbed, for while it has plenty of grabbing places (DC 15), any round spent on the legs provokes a Strength check opposed by your climb check. If you fail the check you are thrown off the leg when it moves.

Steady Gait (Ex): The catoblepas cannot run, or even double move. It can make a single move action each round. However, it is allowed to full attack even if it moves.

Its gait is so large, it ignores all difficult terrain and can pass over any object or creature one size category or smaller without provoking attacks of opportunity, or slowing down. It also ignores any effect which would slow it smaller than its square (30 ft). The catoblepas is very slow and have clumsy maneuverability as if it were in flight, though limited to movement on the ground.

Siege Hardpoints (Ex): The catoblepas is equipped with siege weapons, up to two Large siege weapons on its temples, and two Huge siege weapons on its chin. These siege weapons automatically reload themselves. The Huge weapons reload themselves fast enough to be used every other round, while the Large weapons reload themselves every round.

The catoblepas has facing, unlike most creatures. It can only fire in a 180 degree hemisphere shape from its head. It must physically turn around to attack creatures behind it (see Steady Gait).

Siege Weapon (Ex): The catoblepas 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 attacks.

Stomp (Ex): The catoblepas has stomp as a natural weapon, which deals 12d6 plus Strength and a half. The stomp strikes all creatures in a 10 ft square within its reach, and counts as an area effect for the purpose of dealing with swarms. Those attacked must make a DC 32 Reflex save or also fall prone. They must then make a second Fortitude save, or be crushed and die. On a critical hit, there is no save against going prone, through you still can save against death. The save DC is Constitution based.

Wallcrasher (Ex): The catoblepas makes a free sunder attempt against any obstruction it comes across. If the sunder succeeds, it moves through unhampered. If the sunder


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