Automag Armor Glint (3.5e Monster)
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|Automag Armor Glint|
|Size/Type:||Gargantuan Construct (Vehicle)|
|Hit Dice:||15d10+90 (172 hp)|
|Speed:||50 ft, fly 100 ft (good)|
|Armor Class:||26 (+14 armor, +10 dex, -4 size), touch 16, flat-footed 20|
|Attack:||Unarmed Strike +17 melee (1d8+10, 20/x2) or Hardlight Lance +27 melee (4d6+15, 19-20/x2) or Vulcans +13 ranged touch (4d6, 20/x2)|
|Full Attack:||Unarmed Strike +17/+12/+7 melee (1d8+10, 20/x2) and Hardlight Lance +27/+22/+17 melee (4d6+15, 19-20/x2) and Vulcans +13/+8/+3 ranged touch (4d6, 20/x2)|
|Space/Reach:||20 ft/20 ft|
|Special Attacks:||Graze, Missile Battery, Scanner, Vulcans|
|Special Qualities:||Afterburner, Cockpit, Construct Traits, Death Throes, Hardness 10, Reinforced Plating +2, Siege Weapon, Wing Shield|
|Saves:||Fort +7, Ref +15, Will +5 (or as pilot)|
|Abilities:||Str 30, Dex 30, Con -, Int -*, Wis -*, Cha -*|
|Feats:||As pilot plus WingoverB, Flyby AttackB|
|Organization:||Solitary, Pair, or Wing (3-6)|
|Challenge Rating:||10, or as pilot +3 (whichever is higher)|
|Alignment:||Always True Neutral, or as Pilot|
An elongated nimble silver frame in the shape of a human, or perhaps an angel given its wings, hovers before you. This is an Automag Armor, the XAM-7 Glint. This particular model has a wide set of metal wings which emit a pale blue ionic light. Its face is polished smooth and blank, hiding an array of sensors behind a visage of gold. On its stomach a shimmering crystal hides the cockpit of this machine.
Products of magic and science working in unison the Automag are powerful mobile armors, pilotable war golems equipped for battle. The key to their function is a cockpit and spirit jar. The spirit jar is either filled with a spirit and run like a normal golem, or a pilot enters and has their spirit briefly transported into the Automag, controlling it as if it were their own body. Also, unlike a typical golem, an Automag requires an actual power source to give the spirit the energy to move in. In the case of the Glint that comes from a refined darklight reactor. Its complex coolant system gives it the appearance of bleeding black blood when severely damaged.
The Glint is an aerial superiority and interception unit, providing the abilities of a humanoid frame with the ability to fly and cross large distances. They are faster and more nimble than the Zmeu units, but less heavily armored and more equipped for ranged combat. Automag Armor Glint stands at 60 ft tall and weigh 44,000 lbs.
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.
Cockpit (Ex): As a vehicle the Glint 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 Glint transfer the spirit of the pilot into the machine, allowing the pilot to use their feats, skills, and class features as if the Glint was their own body. However, spellcasting spells outside the cockpit comes with a 15% spell failure chance due to casting since the Glint 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 Glint requires a DC 23 Knowledge Xeno or 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 Glint 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 Glint's death throes (see below) with only 3d6 nonlethal falling damage. Failing this check exposes the Glint 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 Glint falls in battle and takes at least 50 points of damage beyond 0 hp, its reactor explodes dealing 20d6 damage to all creatures in a 30 ft radius burst, with a DC 19 Reflex save for half. Death throes can also be activated as a standard action, with up to a 1 minute delay. This destroys the Glint. If enough damage is dealt to bring it to -100 hp in one blow, it is destroyed before it can explode. The save DC is Constitution based.
Graze (Ex): As an immediate action the glint can dash up to 1/4th their speed without provoking attacks of opportunity. This can cause attack rolls to fail, and area effects to fail if they move out of the area, but targeted effects still function. This is disorienting on the vehicle, and the glint is staggered next round. The glint cannot use graze when staggered, flatfooted, or otherwise unaware of the attack.
Hardness (Ex): The Glint 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.
Missile Battery (Ex): The glint has several weapons systems which duplicate the following effects as extraordinary abilities. 3/day-lightning bolt; 1/day-rain of fireballs. The saving throws for all abilities is DC 19, and the saving throw is Constitution based.
Siege Weapon (Ex): The Glint 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.
Scanner (Su): The Glint 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 ring of x-ray vision with no limit on use), and magic vision (treat as detect magic, with a dim outline of reality around it).
Vulcans (Ex): The shoulders of the Glint holds two powerful magical Vulcan cannons which project bolts of force not unlike magic missiles. As an attack action it can deal 4d6 force damage as a ranged touch attack, out to a distance of 1000 ft.