Fenrir AL-04c Attack Hound (3.5e Monster)
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|Fenrir AL-04c Attack Hound|
|Size/Type:||Medium Construct (Bot)|
|Hit Dice:||9d10+20 (69 hp)|
|Speed:||50 ft, climb 25 ft|
|Armor Class:||22 (+3 dex, +9 natural), touch 13, flat-footed 19|
|Attack:||Scimitar +11 melee (1d6+5, 18-20/x2) or Claw +11 melee (1d6+5, 20/x2) or Coil Gun +9 ranged (8d6, 20/x4)|
|Full Attack:||Scimitar +11/+6 melee (1d6+5, 18-20/x2) or Two Claws +11 melee (1d6+5, 20/x2) or Coil Gun +9 ranged (8d6, 20/x4)|
|Space/Reach:||5 ft/5 ft|
|Special Attacks:||Blade Rush, Coil Gun, Hacking, Target Lock|
|Special Qualities:||Accelerated Charge, Bot Traits, Construct Traits, Darkvision 60 ft, DR 5/adamantine, Evasion, Low-Light Vision, Modular Magnetics, Programming, Share Mind|
|Saves:||Fort +2, Ref +5, Will +7|
|Abilities:||Str 21, Dex 17, Con -, Int -, Wis 20, Cha 1|
|Skills:||Climb +13, Hide +7, Jump +13, Move Silently +7, Program +8, Tumble +7|
|Organization:||Solitary, Pair, or Pack (3-9)|
|Alignment:||Always True Neutral|
|Advancement:||10-18 HD (Medium), 19-27 HD (Large)|
A sleek and deadly predator shaped like a wolf, it is covered in black armor plates and its tail is replaced by a servo arm which can manipulate various weapons (by default, a sharp katana-like scimitar). Its head is dominated by a shield-like black plate with a white dome covered in optics.
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. Among them were the Fenrir, mechanical attack hounds which acted as infantry and inspired primal fear in creatures due to their shape and animal-like behavior. Programmed after the mind of loyal dogs, the Fenrir are capable of group tactics and surprisingly cunning behavior, but they lack brutality for the sake of brutality, acting only as vicious as they are commanded to do.
Fenrirs are covered in black armor, with white domes covered in pinholes on their face, shoulders, and haunches that act as optics. They are actually composed of their head, front legs, and back legs as three separate pieces that are magnetically connected. This allows easy repairs on damaged units by completely ditching the back parts, front parts, or head of a Fenrir with a new one which easily re-connects its pieces with no rejection of the new body. Of course, it is the head which contains the main processing, and so a Fenrir can only move and cannot act without its head.
They stand at about 4 feet at the shoulder, and 7 feet long. They weigh about 420 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, beeps, and direct text output onto visual mediums.
Fenrir are dangerous skirmishers, capable to taking out wide lines of weak opponents with a single dash. However, they are more dangerous in groups, for they are capable of communicating with each other and performing a measure of tactics and trickery. Typically Fenrirs in a group will trick targets into unfavorable territory before revealing their full number, a tactic which has compared them to velociraptors.
Accelerated Charge (Ex): Whenever the Fenrir is moving in a straight line and not through difficult terrain, its movement speeds double.
Blade Rush (Ex): As a full attack action the Fenrir can move up to its movement speed, and make a single melee attack to all creatures within reach. It provokes attacks of opportunity as normal for this movement.
Coil Gun (Ex): As a standard action the Fenrir can fire its coilgun, a ranged attack with a range increment of 50 ft, dealing 8d6 points of piercing damage. It cannot fire its coilgun and move more than 5 ft in a round, as it needs to stabilize itself into the ground. It if doesn't stabilize, or if it fires in mid-air, it is immediately knocked prone.
Modular Magnetics (Ex): The Fenrir can collapse into its head, torso, and rear which are all capable of their own limited self locomotion and behavior. The head has a land movement speed of 10 ft, snaking along its spine, while the movement speed of the legs is cut in half (25 ft land speed, 10 ft climb speed). In this move, pieces have 1/3rd of its total hp, and is incapable of any actions beyond movement. The pieces do count as a size smaller, and can share the space of other Fenrir parts without penalty.
Because the effects are magnetic, whenever exposed to strong magnetic forces (industrial magnets, magnetic based spells and powers of 3rd level or higher, and electrical damage over 50 points of electric damage) it must make a DC 15 Fort save or fall apart into its component pieces.
Connecting or disconnecting pieces is a move action which provokes attacks of opportunity.
Programming: The Fenrir possesses the following programs: Attack, Communication, Identify Creature, Identify Object, Protect, Reposition, Search, and Self-Preservation.
Share Mind (Ex): The Fenrir is capable of communicating with others of its kind on a deep level, effectively granting it Telepathy 100 ft, but only with Fenrirs.
Target Lock (Ex): The Fenrir can mark a creature it sees within 100 ft as a move action. As long as it doesn't lose sight of the target, it gains a +2 bonus on attack rolls against the target but takes a -2 penalty to AC against targets other than the one it is focusing on. It may drop its target lock as a free action.
Skills: The Fenrir has a +8 racial bonus to Climb and Program checks, and a +4 racial bonus on Hide, Move Silently, and Tumble checks.
Fenrir AL-04c 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 1600 gp.