Arsenal Titan (3.5e Monster)
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|Arsenal Titan||Arsenal Core|
|Size/Type:||Large Construct||Tiny Construct|
|Hit Dice:||15d10+60 (210 hp)||5d10 (50 hp)|
|Speed:||30 ft||fly 30 ft (perfect)|
|Armor Class:||25 (+5 dex, +11 natural, -1 size), touch 14, flat-footed 20||26 (+10 deflection, +5 dex, +1 size), touch 15, flat-footed 21|
|Attack:||+3 Slam +18 melee (1d8+8, 20/x2) or Melee Weapon +18 melee (Varies) or Ranged Weapon +18 ranged (Varies)||Arc Shock +17 (4d6 electric, 20/x2)|
|Full Attack:||+3 Two Slams +18 melee (1d8+8, 20/x2) and Melee Weapon +18/+13/+8 melee (Varies) or Ranged Weapon +18/+13/+8 ranged (Varies)||Arc Shock +17 (4d6 electric, 20/x2)|
|Space/Reach:||10 ft/10 ft||2 1/2 ft/0 ft|
|Special Attacks:||APS Counter||Arc Shock|
|Special Qualities:||Arsenal +3, Blindsense 60 ft, Construct Traits, Core System, Darkvision 60 ft, DR 5/adamantine, Extraordinary Health, Low-Light Vision, Reinforced Plating +2||Construct Traits, Darkvision 60 ft, Death Throes, Extraordinary Health, Low-Light Vision|
|Saves:||Fort +7, Ref +10, Will +8||Fort +5, Ref +10, Will +8|
|Abilities:||Str 20, Dex 20, Con -, Int 13, Wis 17, Cha 9||Str 8, Dex 20, Con -, Int 13, Wis 17, Cha 9|
|Skills:||Balance +23, Listen +18, Spot +21||As body.|
|Feats:||Precise ShotB, Save Advantage (Fortitude)B, Power Attack, Combat Reflexes, Improved Combat Trick, Blind-Fight, Attack on the Run (melee), Attack on the Run (ranged)||As body.|
|Challenge Rating:||11||As body|
|Alignment:||Always True Neutral||Always True Neutral|
|Advancement:||16 HD-30 HD (Large), 31 HD-45 HD (Huge)||-|
Mission Objective: DESTROY.
Designed as a weapon of war, the arsenal titan has the appearance of a giant semi-stocky humanoid clad in iron armor cloaked by red robes, its face a crude iron simulacrum of a human face and its body covered in boxy projections which contain all manner of war machine. Arsenal titans can pull any weapon from their body and use it, as well use tactical abilities due to their intellect unusual for constructs. In truth, they are an exoskeleton for a weaker but highly volatile construct core in its head, which can separate and rebuild its body later after 1d10 of rest and enough raw materials. Their core appears to be a cylinder of plasma contained in a metal shell, with floating metal rods as limbs though these projections simply act to emit electrical flashes and cannot hold anything.
Arsenal titans supposedly speak Common, but rarely due except to taunt their opponents. In their power armor they are 9 feet tall and weigh 4000 lbs. Outside of the suit they are about the size of a small dog and weigh 30 lbs, though they float when still powered.
The arsenal titan is an intelligent fighter, and while entirely and utterly devoted to whatever their mission orders contain, they can think to the best of their abilities to achieve their goal. Their one downside is their determination to succeed beyond all else, and as a result collateral damage and unintended consequences is common.
Arsenal titans are proficient in all weapons and shields, even tower shields and exotic weapons and shields.
APS Counter (Ex): The arsenal titan is equipped with an Active Protection System, which actively looks for physical projectiles incoming and intercepts them with quick-action projectiles located all over the body. As a non-action, an arsenal titan can consume an attack of opportunity to make an opposed attack roll against any physical attack. If the attack roll matches or is higher, then the attack is negated.
The APS Counter uses a form of ammo (10 gp per shot) and can only store 20 shots before needing to be reloaded as a 1 round action.
Arsenal (Su): The arsenal titan can generate all manner of weapons and shields, drawing them as a free action. It comes with any ammunition, up to a value of 300 gp per shot. Weapons it creates via this ability disintegrate into debris if out of its hands for 1 round or longer.
All weapons (from its arsenal ability or not) have a +3 enhancement bonus when wielded by the arsenal titan.
Arc Shock (Ex): The arsenal core is vulnerable, and typically flees instead of fights. In times of emergency it can emit a flash of lightning from its core as a standard action, a ranged touch attack out to 60 ft which deals 4d6 electrical damage.
Core System: The arsenal titan is run by the arsenal core. The core has full cover and concealment during normal use, but can be ejected from the body as an immediate action, appearing in the nearest available space. Doing this disables the body (if not already destroyed). It can return to an undestroyed body as a 1 round action which provokes attacks of opportunity.
Death Throes (Ex): If the arsenal core is destroyed, it explodes into a fireball which deals 11d6 points of simultaneous fire and electric damage, with a DC 19 Reflex save for half. The save DC is Constitution based, with a +2 racial bonus.
Extraordinary Health (Ex): The arsenal titan (and its core) always receive maximum hit points per hit die.
Reinforced Plating (Ex): The arsenal titan's military grade armor plating gives it many advantages. The arsenal titan'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.