God-Machine Sword (3.5e Monster)
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|God-Machine Sword (Aboleth)|
|Size/Type:||Huge Construct (Vehicle)|
|Hit Dice:||20d10+40 (240 (shield 100) hp)|
|Speed:||10 ft, swim 60 ft|
|Armor Class:||27 (+2 dex, +17 natural, -2 size), touch 10, flat-footed 25|
|Attack:||Tentacle +21 melee (3d6+8, 20/x2) or Torpedo +15 ranged touch (10d6 sonic, 20/x2)|
|Full Attack:||Four Tentacles +21 melee (3d6+8, 20/x2) or Torpedo +15 ranged touch (10d6 sonic, 20/x2)|
|Space/Reach:||15 ft/10 ft|
|Special Attacks:||Siege Missile, SLAs, Torpedo|
|Special Qualities:||Artifact Body, Construct Traits, Darkvision 60 ft, DR 10/adamantine, Energy Shield, Extraordinary Health, Fast Healing 1, Low-Light Vision, Obscuration, Pilot Bind, Sonar, Transform|
|Saves:||Fort +6*, Ref +8*, Will +6*|
|Abilities:||Str 27**, Dex 15**, Con -, Int -*, Wis -*, Cha -*|
|Skills:||As pilot, plus Profession (Siege Engineer) +16**.|
|Advancement:||21+ HD (Huge)|
- As pilot.
- As above, or as pilot (if better).
Before you is a giant mechanical beast, its body made of ivory and golden trim, sparkling jewels, and metal plating. This one is designed after a deep sea aboleth, the surface shimmering with a cryptic violet light. Its vents release a loud rumble like a horn as it moves forward.
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 deity 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. The sword was known as Amythest Aboleth which 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, it does not join with the others normally but instead becomes a giant sword sized for the Final Arbiter known as the Critical.
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.
Surprisingly though it is a weapon (in the most literal sense, given its transformation) it typically relegates itself to stealth functions and communications, organizing all the other god machines with each other and providing support. In a direct fight, it continues to try and play the stealth game to minimize losses.
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.
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.
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.
Siege Missile (Su): Amythest Aboleth can launch magical explosive projectiles from its body over extreme distances, even if it doesn't have line of sight. Treat it as a catapult. It can launch up to 1 mile away, assuming it knows the square it wishes to attack. It is a DC 15 Profession (Siege Engineer) check, as per Heroes of Battle. Firing the siege missile is a full attack action, and the missile does not arrive until the end of its third round. The approach of the missile is obvious but not its final destination. On impact, it explodes into a fireball with an 80 ft radius, dealing 20d6 fire damage, with a DC 20 Reflex save for half. The amythest aboleth can only fire a siege missile once every 5 rounds to a maximum of 5/day.
Sonar (Ex): Amythest Aboleth has keen hearing and a form of echolocation in the water. It effectively has blindsight out to 100 ft and blindsense out to 1000 ft in water.
Spell-Like Abilities (Sp): Amythest Aboleth has the following spell-like abilities: At will-darkness, hypnotic pattern (DC 17), major image (DC 18), obscuring mist; 3/day-detect thoughts (DC 17), invisibility, mirror image, prying eyes; 1/day-fly, mage’s private sanctum, sending, wall of ice (DC 19).
Amythest Aboleth possesses spell-like abilities which are Charisma based. For the purposes of spell-like abilities, the god-machines has an effective Charisma score equal to 10 + 1/2 HD, or Charisma 20. If its pilot has a higher charisma, it uses the pilot's score instead.
Torpedo (Su): Amythest Aboleth can launch smaller missiles like its siege missiles straight forward. It can make a ranged touch attack as a standard action to a target within 1000 ft. On hit, it deals 10d6 sonic damage. It may use this ability at will, and cannot hit targets within 60 ft.
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.