Djadokhta AL-06c Anti-Personnel Hunter (3.5e Monster)
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|Djadokhta AL-06c Anti-Personnel Hunter|
|Size/Type:||Medium Construct (Bot)|
|Hit Dice:||11d10+20 (80 hp)|
|Armor Class:||22 (+6 dex, +6 natural), touch 16, flat-footed 16|
|Attack:||Talon +14 melee (1d8+6, 14-20/x2) or Vulcan Cannon +14 ranged (4d6, 20/x2)|
|Full Attack:||Two Talons +14 melee (1d8+6, 14-20/x2) or Vulcan Cannon +14/+9 ranged (4d6, 20/x2)|
|Space/Reach:||5 ft/5 ft|
|Special Attacks:||Bloody Talon, Favored Enemy, Pounce, Rend, Tackle, Vocal Mimicry, Vulcan Cannon|
|Special Qualities:||Bot Traits, Booster Jets, Scent, Construct Traits, Darkvision 60 ft, DR 5/adamantine, Low-Light Vision, Programming, Share Mind|
|Saves:||Fort +3, Ref +9, Will +9|
|Abilities:||Str 23, Dex 23, Con -, Int -, Wis 22, Cha 10|
|Skills:||Intimidate +10, Jump +30, Sense Motive +16, Survival +16|
|Feats:||Improved Critical (talon)B, RunB, TrackB|
|Organization:||Solitary, Pair, or Pack (3-12)|
|Advancement:||12-22 HD (Medium), 23-33 HD (Large)|
This sleek killing machine resembles a velociraptor wrapped in glistening white dilatantoplastic, four metal optics slowing pale green, and with razor shape talons of the finest urukke steel. Its head is a tapered box, covered in vents, while a pair of vulcan cannons are mounted on its shoulders. It moves more like a real animal than any machine.
Considered a sister project to the fenrir AL-04c attack hound, the Scientia company made this as a more anti-personnel assault unit as compared to the more generalized scouting and skirmishing rolls of the fenrir. Built after terrifying theropods of the past, the djadokhta appearance and behavior is designed to unnerve those it hunts. They are used less often than Fenrir units, as the programming of the djadokhta seems to be a bit more feral and more difficult to control. When djadokhtas are deployed, violence is sure to ensue.
They stand at about 5 feet at the shoulder, and 6 feet long. They weigh about 400 lbs. They only understand command words, but are capable of speaking, in a sort. They do not understand the words being used, but understand reactions to certain words and noises and use those. Otherwise, it instead emotes replies with body language, beeps, hisses, growls, and direct text output onto visual mediums.
Djadokhta units seem to behave very feral for a programmed creature, almost relishing the hunt of their targets. The battle is as much a psychological one as it is a physical one, and it is common for packs of djadokhtas to plan ambushes, surprise with hidden numbers, and employ flanking and other advanced combat techniques. Though they are not programmed to have self-preservation, they will sometimes flee if it is part of an ambush plan or it is tactically sound to continue the fight. You rarely face one alone, there are always others around somewhere.
Bloody Talon (Ex): The djadokhta's razor sharp claws rend flesh and bone easily. Attacks by its talons reduce a creature's natural armor bonus by 1 with each hit. Treat this as ability damage for the purposes of healing it. It is also fully healed if the creature is brought to full hp. If the creature has no natural armor (or none remaining) the djadokhta deals 1d4 points of bleed. The talons are composed of urukke steel, with all the properties entailed. The talons may be enhanced as if they were manufactured weapons.
Booster Jets (Ex): The djadokhta has a set of powerful booster jets that allow it to make running jumps from a standstill, and gives it a +10 jump bonus. It also halves any falling damage it would otherwise take. Its normal motion is always being augmented by the presence of booster jets, accounting for its rapid speed.
Favored Enemy (Ex): The djadokhta has favored enemies as a ranger of its HD. In fact, with a DC 20 program check over 10 minutes, its favored enemies may be changed up. Its scent doubles against favored enemies, and it can always pinpoint creatures in 60 ft as if using blindsense.
Programming: The djadokhta possesses the following programs: Attack, Calculate, Collect, Communication, Identify Creature, Identify Object, Protect, Reposition, and Search.
Rake (Ex): Attack bonus +14 melee, damage 1d8+6.
Share Mind (Ex): The djadokhta is capable of communicating with others of its kind on a deep level, effectively granting it Telepathy 100 ft, but only with djadokhta.
Tackle (Ex): The djadokhta can make a charge attack as a full attack action. If successful it makes a single attack dealing twice its normal damage, and the creature must make an opposed Strength check or be knocked prone and grappled. The djadokhta must maintain the grapple as normal afterward, not provoking attacks of opportunity, but gets two rake attacks.
Vocal Mimicry (Ex): The djadokhta has a disturbing ability to mimic voices, even though it doesn't have any understanding of words beyond its command phrases. It can duplicate create sound (emitting from the djadokhta itself) and ventriloquism at will as extraordinary abilities. Though it doesn't know what it says, it is smart enough to recognize what sounds are natural, what are not, and generally what kinds of responses creatures might have to these sounds. Its caster level or manifester level for these abilities is 7th.
Due to this ability, it can screech as a swift action, making an intimidate check to all creatures in a 30 ft cone to any flatfooted creatures in the area. It typically starts ambushes with this to clear the field through fear. In addition on destruction, a djadokhta can release a loud screech as an immediate action, acting as an audible alarm spell.
Vulcan Cannon (Ex): The djadokhta's vulcan cannon is a ranged weapon which deals 4d6 piercing damage, and has a range increment of 100 ft.
Skills: The djadokhta has a +10 racial bonus to Intimidate, Sense Motive, and Survival checks.