Amarok AL-04a Attack Hound (3.5e Monster)
Rate this article |
Discuss this article
|Amarok AL-04a Attack Hound|
|Size/Type:||Large Construct (Bot)|
|Hit Dice:||18d10+102 (201 hp)|
|Armor Class:||28 (+1 dex, +18 natural, -1 size), touch 10, flat-footed 28|
|Attack:||Grinder +20 melee (3d6+8 plus grab, 20/x4) or Mwk Siege Gatling Gun +21 ranged (2d8+3, 20/x3)|
|Full Attack:||Grinder +20/+15/+10 melee (3d6+8 plus grab, 20/x4) or Mwk Siege Gatling Gun +21/+16/+11 ranged (2d8+3, 20/x3)|
|Space/Reach:||10 ft/5 ft|
|Special Attacks:||Grinder, Missiles, Strafe|
|Special Qualities:||Accelerated Charge, Bot Traits, Chrome Armor, Construct Traits, Darkvision 60 ft, DR 10/adamantine, FUEL Tank, Hardpoint, Low-Light Vision, Programming, Reinforced Plating +4, Turbojet|
|Saves:||Fort +10, Ref +7, Will +9|
|Abilities:||Str 27, Dex 13, Con -, Int -, Wis 16, Cha 1|
|Skills:||Intimidate -1, Hide -7, Jump +16, Tumble +5|
|Alignment:||Always True Neutral|
|Advancement:||19-36 HD (Large); 37-54 HD (Huge)|
In the vague shape of a massive worg, the amarok's massive and heavily armored silver body is jointed in the center, and its back end is dominated by a massive jet engine. It balanced itself on four legs with spherical wheels upon them. It roars its engine and shoots forward at high speed, ready to attack!
Though the Scientia company had not directly worked in military applications, they have had their occasional projects designed only to act as weapons and tools of war. Though their official foray into this field was the Fenrir AL-04c Attack Hound, it is actually the third in its series, proceeded by its prototype model and a unique non-mass production version of the Fenrir. The prototype, known as the Amarok, is quite different from its smaller more nimble counterparts. Build more like a tank, not for scouting and skirmish but rather for tanking and direct combat, the Amarok is larger, more durable, and stronger at the cost of being rather expensive and not as intelligent. These massive wolf-like brutes are good in situations where destruction is on the menu, and sieging fortifications. They tend to work solo rather than in groups like the Fenrir, or act in groups with Fenrir as support.
The Amarok are covered in sparking silver armor which reflects like a mirror. Its head has a large maw of rotating gears for grinding, large sturdy legs tipped with spherical wheels for high speed strafing, an inlet at the top of its back, large missile packed "saddlebags" on its rear haunches, and a single hinge where the front meets the back end of its body, a form dominated by a single massive jet engine. Rather than run on electric or radioactive sources like the Fenrir, the Amarok consumes fuel and is far more analog than digital based making it simpler, but also less advanced.
They stand at about 6 feet at the shoulder, and 15 feet long. They weigh about 5000 lbs. They have the ability to understand one vocal language (usually Common) but do not typically have the ability to speak. It instead emotes replies with body language, growls, and direct text output onto visual mediums.
Amarok are generally direct fighters, capable of dishing it out while taking on attacks. They use their range to their advantage, then switch to the grinder when a creature attempts melee, and strafts out of harms way of attacks when they pose a threat. Though very direct they are not without tactical cunning, and if encountering severe resistance it typically turns to damaging its environment to give it an advantage.
Accelerated Charge (Ex): Whenever the Amarok is moving in a straight line and not through difficult terrain, its movement speeds double.
Chrome Armor (Ex): The Amarok is covered in shiny glittering enhanced armor which makes it difficult to hide, but provides protection against radiation and spells. It takes an additional -4 penalty on Hide checks. The highly reflective surface deflects all rays, lines, cones, and even magic missile spells. There is a 30% chance of reflecting any such effect back at the caster; otherwise, it is merely negated. Check for reflection before rolling to overcome the creature’s spell resistance.
FUEL Tank (Ex): The Amarok runs off F.U.E.L.. "Passive" operation which includes awareness and mobility effectively consumes no F.U.E.L., but the Amarok has limited active operation time, including any stressful situation such as combat. An Amarok has a tank capable of storing 30 units of F.U.E.L., consuming 1 unit of F.U.E.L. every minute of operation (minimum 1 minute). If using its Turbojet (see below) it consumes 1 unit of F.U.E.L. every round.
Refilling the Amarok's tank is a standard action to fill 5 units of F.U.E.L., and the Amarok is capable of refueling itself, and if not commanded otherwise it will automatically seek F.U.E.L. from sources if on its final 5 units. It has a "tongue" capable to removing F.U.E.L. from open sources and broken or destroyed machines, and can be considered to possess scent, but only for F.U.E.L. sources.
If the Amarok is destroyed, it leaves half its remaining F.U.E.L. supply as F.U.E.L. which can be salvaged. If the Amarok runs out of F.U.E.L. it can only make movement actions and cannot perform any strenuous tasks.
Grinder (Ex): The Amarok's head has a massive rotating grinder used to destroy objects and recycle objects. It counts as a masterwork manufactured weapon and a natural weapon, whenever beneficial, and can take iterative attacks. When a successful attack is made, the Amarok gains a free grapple attempt as if it had improved grab. The Amarok is not considered grappled, but cannot use its grinder attempt while "grappling" a creature in this manner.
The grinder ignores up to 10 points of hardness, and 10 points of DR except for DR/-. Creatures and objects slain or destroyed by a grinder is reduced to pulp.
Hardpoint (Ex): The Amarok has a single powerful hardpoint on its back capable of wielding, reloading, and operating ranged weapons (even two-handed ranged weapons), and capable of wielding, reloading, and operating siege weapons up to Large size. The default Amarok is equipped with a Siege Gatling Gun. The Amarok can use its Strength score to determine attack rolls for ranged weapons placed on the hardpoint, and adds its Wisdom to damage with ranged attacks on the hardpoint. The Amarok is not capable to mounting a weapon on itself, it must be installed by others over the course of 1 minute. It can also eject and drop its hardpoint item as a move action.
Missiles (Ex): The Amarok has a store of small micro-missiles it can fire as a standard action to destroy targets. It can fire out to any number of targets out to Long range, firing up to 4 missiles a round. Each missile is a ranged touch attack that deals 3d6 fire damage in a 10 ft radius burst, with a DC 22 Reflex save for half (no save for a target hit by a successful touch attack). The missiles are capable of going around corners and barriers, but are subject to effects which deflect or prevent the flight of arrows. The saving throw is Wisdom based.
Missiles are a limited ammunition. An Amarok can hold up to 50 missiles, with a cost of 90 gp per missile, and may be reloaded over the course of 1 minute.
Advanced Amaroks gain an additional missile fired at 21 HD and every 3 HD beyond.
Programming: The Amarok possesses the following programs: Attack, Communication, Identify Creature, Identify Object, Protect, and Reposition.
Reinforced Plating (Ex): The Amarok's military grade armor plating gives it many advantages. The Amarok's +4 reinforced plating bonus acts as a substitute Constitution modifier with respect to its hit points per HD, its Constitution-based special attack save DCs and its Fortitude saves.
Strafe (Ex): The Amarok possesses wheeled feet which doubles its overland speed (but leaves its tactical speed unchanged), or quadruples it over smooth road-like surfaces. It also enables quick shifts in tactical combat without the need to move its legs. As an immediate action it can take a 5 ft step. This does not count as their 5 ft step for the round, and they may still move normally.
Turbojet (Ex): Half of the Amarok is nothing but jet engine, which it is able to use to reach high speeds. It can activate or deactivate its jet as a move action. In this state it takes a -20 penalty to Move Silently checks, its tactical movement speeds triple, and its overland movement speeds reach up to 600 mph. However, it gains an effective maneuverability of clumsy as if it were flying.
It is capable of limited flight in this state, with a fly speed of twice times its new land speed (300 ft) and clumsy maneuverability. It cannot hover, but takes no penalty to speed for moving vertically up. While flying, it consumes F.U.E.L. at a high speed (see FUEL Tank).
While its turbojet is on, one side each round is effectively protected by a constant gust of wind, and a wind wall in one of its spaces adjacent to it. Creatures who end their turn within the wind wall effect are also subject to the heat of its engine and take 8d6 fire damage simply for being there, with a Reflex save for half. The DC is the same as its missile ability.
Skills: The Amarok has a +4 racial bonus to Tumble checks due to its strafing abilities.
Amarok AL-04a Attack Hounds are build out of a composite of many different metals, plastics, and alloys which must be processed in a factory. In addition its computer core requires special components and programming. The cost of the base material components are worth 4400 gp.