God-Machine Leg (3.5e Monster)
Rate this article |
Discuss this article
|God-Machine Leg (Bulette)||God-Machine Leg (Gorgon)|
|Size/Type:||Huge Construct (Vehicle)||Huge Construct (Vehicle)|
|Hit Dice:||20d10+40 (240 (shield 100) hp)||20d10+40 (240 (shield 100 hp) hp)|
|Speed:||40 ft, burrow 10 ft||40 ft|
|Armor Class:||32 (+3 dex, +20 natural, -2 size), touch 11, flat-footed 28||32 (+3 dex, +20 natural, -2 size), touch 11, flat-footed 28|
|Attack:||Bite +22 melee (2d8+9, 20/x2) or Claw +22 melee (2d6+9, 20/x2)||Gore +22 melee (2d8+13 plus petrifying strike, 20/x2)|
|Full Attack:||Bite +22 melee (2d8+9, 20/x2) and Two Claws +17 melee (2d6+4, 20/x2)||Gore +22 melee (2d8+13 plus petrifying strike, 20/x2)|
|Space/Reach:||15 ft/10 ft||15 ft/10 ft|
|Special Attacks:||Leap, Vibration Cannon||Breath Weapon, Petrifying Strike, Trample (2d8+13)|
|Special Qualities:||Artifact Body, Construct Traits, Darkvision 60 ft, DR 10/adamantine, Energy Shield, Extraordinary Health, Fast Healing 1, Low-Light Vision, Pilot Bind, Transform, Tremorsense 60 ft||Artifact Body, Construct Traits, Darkvision 60 ft, DR 10/adamantine, Energy Shield, Extraordinary Health, Fast Healing 1, Low-Light Vision, Pilot Bind, Transform, Tremorsense 60 ft, Unstoppable|
|Saves:||Fort +6*, Ref +9*, Will +6*||Fort +6*, Ref +9*, Will +6*|
|Abilities:||Str 29**, Dex 17**, Con -, Int -*, Wis -*, Cha -*||Str 29**, Dex 17**, Con -, Int -*, Wis -*, Cha -*|
|Skills:||As pilot.||As pilot.|
|Feats:||As pilot.||As pilot.|
|Alignment:||As pilot.||As pilot.|
|Advancement:||21+ HD (Huge)||21+ HD (Huge)|
- As pilot.
- As above, or as pilot (if better),
Before you is a pair of giant mechanical beasts, bodies of ivory and golden trim, sparkling jewels, and metal plating. One of these beasts is clearly designed after a bulette, pulsing with red bands of light along its joints. The other is an armor clad bull, a gorgon which pulses with a neon green hue. They roar with a chorus of voices!
Legends tell of an ancient world ruled by beasts. In these times humanity was pushed to the brink of extinction, cowering in their rocky caves as the titans dominated the planet, ravaged the landscape, and devoured their children. Many fell into despair, others transforming the terrible monsters into dark bloodthirsty gods to be feared and worshiped, with bloody sacrifices to ensure their safety. Still others fled deep and was lost to the nightmares below. But one day the prayers of dying man were heard and the gods listened. From the heavens fell a great ball of fire, and within the molten crater lay the savior of the world, a giant mechanical diety known as the Final Arbiter. Matched with chosen warriors of justice, these few heroes set forth to conquer the World of Monsters and return the surface world back to humanity.
The Final Arbiter split its power up among Seven Holy Warriors, who were granted the legs, arms, wings, sword, and heart of justice. Among the legs were two god-machines known as Ruby Bulutte and Emerald Gorgon. They took the form of some of the terrible monsters which roamed that day and were able to fight toe to toe with these terrors. When transformed into the Final Arbiter, they become its sturdy and stalwart legs, which shall never buckle to evil.
The god-machines do not speak, but sometimes animate on their own and are known to vocalize as the creatures they mimic. When in times of duress, they often rumble and emit glowing energy and steam. When piloted, the pilots can communicate with other god-machines as if they had telepathy out to 1 mile, and may speak via speaker verbally to creatures in earshot.
Masters of ground combat, both leg units of the god machine function best taking down non-flying targets. Ruby Bulette can obliterate solid structures with its vibration cannon, and fights by burrowing into the surface only to leap up and tear the opponents to shreds with its Leap ability. Meanwhile Emerald Gorgon is a much more straightforward tank which immobilizes its opponents with its dangerous breath, and runs down those who attempt to flee.
During transformation they both form a pair of powerful armored feet with a solid and intimidating step for their ultimate state.
Artifact Body (Ex): Technically all god-machines are pilotable major artifacts, and are effectively indestructible. Though they can be rendered inert by bringing it down to 0 hp, it is never fully destroyed. The god-machine can be brought back to life as if it were a living being, with no loss in levels. If there is a way to forever destroy a god-machine, it is a well kept secret that none know. As a side effect, all weapons used by the god-machine bypass DR/magic and DR/epic.
Breath Weapon (Su): Emerald Gorgon's power core releases a deadly petrifying chemical, the majority which it can vent from its mouth in a wide blast. It is a 60 ft cone once every 1d4 rounds, with a DC 20 Fortitude save against turning to stone. A creature which has saved 3 or more times within a 24 hour period becomes immune to further uses of the breath weapon. The save DC is Constitution based.
Energy Shield (Ex): All god-machine come with their own personal energy shields which protect them from harm. They have a reserve of 5 temporary hp per HD in their shield, and recover 10 hp every round. If depleted to 0 hp, the shield is disabled for 1d4+1 rounds, after which it returns at 50% strength. While the shield is up, the god-machine is protected against critical hits.
Extraordinary Health (Ex): God-machines always have maximum hp per HD.
Leap (Ex): Ruby Bulette can jump into the air during combat. This allows it to make four claw attacks instead of two, each with its full attack bonus, but it cannot bite.
Petrifying Strike (Ex): Emerald Gorgon's natural attacks are coated in the dangerous toxin it produces. Those struck by its natural weapons must make a DC 20 Fortitude save or take 1d6 Dex damage as their body slowly petrifies. Those reduced to 0 Dex are turned to stone. Those who have become immune to its breath weapon are immune to this effect. It does not apply to Trample attacks. The save DC is Constitution based.
Pilot Bind (Ex): A god-machine on its own it little more than a motionless tool. It must bind to a pilot, who enters and attempts synchronization. The pilot must make a DC 15 Charisma check, failure means they cannot try again for 24 hours. Failing by 5 or more means they take psychic backlash, taking 1d6 points of ability damage to Int, Wis, and Cha. Upon a successful synchronization, the pilot and god-machine are bound in a way not unlike a spellcaster and their familiar. The pilot is aware of their god-machine's location and general status as long as it is within 1 mile, and the pilot can call the god-machine as a standard action. The god-machine will appear within 1 round next to the pilot in the closest available space, ready to be boarded.
Entering and activating a god-machine is a full round action. Once inside, the pilot has total cover from the outside and is in a self-containing life supporting environment. They are neurally hooked up to the god-machine and can feel its pain, use its senses, and move around as easily as if it were their own body. The god-machine adapts the mental ability scores, skills, and feats of the user as well as the user's saving throws (if better) and initiative (if better). The pilot can use their class features, but they do not have line of effect to the outside (making most spellcasting impossible). Effects like maneuvers may be done using the god-machine as their weapon, as well as class features such as sneak attack.
While the god-machines are not sentient, they are capable of self-animation usually following the commands of its external pilot. It is said that long term use of them imprints the pilot's mind to the god-machine, resulting in strange quirks and behaviors when unpiloted and self-animating. It also makes accepting new pilots difficult; a god machine with an assigned pilot who encounters another pilot trying to take control must have the new pilot succeed on the charisma check as well as an opposed charisma check with the previous pilot. If they fail either, they are rejected. If they fail the opposed Charisma check the god-machine self-activates as if piloted by its former owner, often to the threat and danger of its occupant who is unable to wrest control back. Transferring between pilots may be performed willingly. If so, the second opposed Charisma check is not needed.
Transform (Ex): All god-machines have the ability to transform into a part of a greater being known as Final Arbiter. All god-machines must be present within a 1 mile area, and a single god-machine activating transformation (a standard action) alerts other god-machines to do the same on their turns. Once all god-machines have accepted to transform, the process begins. Over the course of 1 round all god-machines are absorbed into a vortex focused on the first which chose to activate the transformation, rendering them invulnerable to harm during the process. At the end of the transformation, the god-machine is effectively gone and replaced by the Final Arbiter.
Vibration Cannon (Su): Ruby Bulette has a powerful vibration cannon stored within its mouth. It can use the effect of the earthquake spell once every 5 rounds, with a 1 round casting time. It does not, however, provoke attacks of opportunity.