Vulkiduon Purger (3.5e Monster)
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|Size/Type:||Medium Construct (Living Construct)|
|Hit Dice:||4d10+40 (80 hp)|
|Speed:||30 ft, fly 60 ft (average)|
|Armor Class:||18 (+4 dex, +4 natural), touch 14, flat-footed 14|
|Attack:||Slam +7 melee (1d6+4 plus 1d6+4 fire, 20/x2)|
|Full Attack:||Slam +7 melee (1d6+4 plus 1d6+4 fire, 20/x2)|
|Space/Reach:||5 ft/5 ft|
|Special Attacks:||Aero Blaster, Flame Jets, Molten Power, Nano Probe, SLAs|
|Special Qualities:||Extraordinary Health, Heat Sight, Immunities, Lifebane, Magic Immunity, Regeneration 1, Vulkiduon Traits|
|Saves:||Fort +13, Ref +5, Will +7|
|Abilities:||Str 10, Dex 18, Con 30, Int 23, Wis 18, Cha 10|
|Skills:||Balance +11, Knowledge Engineering +13, Knowledge Geography +13, Knowledge The Planes +13, Listen +11, Spot +11, Survival +11, Tumble +11|
|Feats:||Codex Weapon FinesseB, Cruising AltitudeB, TrackB, Scorching Invoker, Pyromaniac, Flammability|
|Organization:||Solitary or Purge (2-6)|
|Alignment:||Always True Neutral|
|Advancement:||By character class|
This humanoid figure is clad in a rubbery bodysuit, with tanks on her back, pipes sticking from their wrists, and a elongated gas mask. Behind its shaded visors you can't make out a face at all, only the vague shape of something inhuman.
A construction of an alien being known as the Nanoplast Mind, this android is designed for search and destroy missions, and missions where biotic purification is a must. And as it turns out, fire is an excellent method of purification. In short the vulkiduon purgers are arsons designed to destroy. They are intelligent beings, but lack free will. When purging an area, they attempt to shoo away any creatures not part of its burn and purge mission, and then burn the rest.
Vulkiduon purgers understand common, ignan, and computer languages but rarely ever speak, and when they do they speak muffled by their masks. They stand about 6'7" and weigh 200 lbs.
Step 1: Load up on temporary hit points by igniting themselves.
Step 2: Burn everything.
Step 3: ???
Step 4: Profit.
Aero Blaster (Ex): As a swift action, the vulkiduon purger can unleash a blast of hot air which can blow targets away, or drag them closer with vacuum force. It can make a bull rush without provoking as a ranged touch attack out to 15 ft with a +10 bonus (character level + Int modifier). On a successful bull rush you do not follow your opponent and either push them away or drag them closer by the bull rush result. If your bull rush beats the opponent by 10 or more points, the victim is also subject to Hurricane-strength wind effect.
It can also be used as a standard action to effect all creatures in a 15 ft cone, or a single creature within 30 ft. As a full round action it affects all creatures in a 30 ft cone, or a 15 ft radius centered on itself.
The high pressure wind can extinguish non-magical flames at your choice.
Extraordinary Health (Ex): The vulkiduon purger always receives maximum hit points per HD.
Flame Jets (Ex): The vulkiduon purger has natural flamethrowers as part of its body. Its natural attacks deal an additional +1d6 fire damage (+4 additional fire due to feat selection). It can also use its jets to fly through the air via various vents hidden along its body.
Heat Sight (Ex): The vulkiduon purger can see heat as easily as it can see light. As a general rule heat is visible even in total darkness and in magical darkness. It can detect any differences in temperature between two objects or the background if they are at least 10 degrees different from each other. It can also see slightly through walls. Treat as detect magic for the purpose of heat penetrating through solid objects.
Immunities (Ex): The vulkiduon purger is immune to charm, compulsion, disease, energy drain, exhaustion, fatigue, nausea, paralysis, poison, and sleep effects.
Lifebane (Ex): The vulkiduon purger is super effective against living creatures. Its fire damage always deals its minimum die in damage regardless of immunity or resistances as long as the target is corporeal and organic. It will burn a red dragon and a flesh golem, but not a fire elemental or a clay golem. In addition any areas struck by the vulkiduon purger's flame is sterilized of biohazardous material and disease.
Magic Immunity (Ex): A vulkiduon purger is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
A magical attack that deals fire damage breaks any slow effect on the vulkiduon purger and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the vulkiduon purger to exceed its full normal hit points, it gains any excess as temporary hit points. These temporary hit points overlap, they do not stack, and last for 1 minute. For example, a vulkiduon purger hit by a fireball gains back 6 hit points if the damage total is 18 points. A vulkiduon purger gets no saving throw against fire effects.
Molten Power: Any area of effect abilities which deal fire damage stick around and deal additional damage as molten lava. All of its qualifying abilities have Molten Spell for free, with no adjustment in casting time or spell level.
Nano Probe (Ex): With a touch attack as a standard action, the vulkiduon purger can inject nanomachines into the target on a failed Fortitude save (DC 21), save negates. The process is painless and difficult to notice, but infects the target with a special form of the enslaver virus with the following changes: The vulkiduon purger has the effect of status and scan (no save) on the target. The disease does no Wisdom damage, but does inflict a stacking Wisdom penalty (with the same domination if the penalty equals or exceeds your Wisdom score) only for the purposes of saves against the disease. The suggestions are in line with the goals of the vulkiduon purger. The vulkiduon purger can free the infected target at any time as a free action. And it can effect constructs and undead as if they were living. Unless otherwise instructed to do so, most vulkiduon purger use this merely as an information gathering technique.
Regeneration (Ex): The vulkiduon purger's regeneration is bypassed by mundane (but not magical) damage.
Spell-Like Abilities (Sp): At will- burning hands (DC 19), chaos blaze (DC 19), heat metal (DC 20), produce flame, sparklers (DC 19); 3/day- erupting firebolt (DC 20), fireball (DC 21), firestar (DC 21), fire trap (DC 22), wall of smokeSpC; 1/day-pyrotechnics (DC 20), see through fog, wall of fire. Caster level 4th. The saving throws are Intelligence based.
Vulkiduon Traits: Vulkiduon purger carry modified living construct traits. Unlike other constructs, a living construct has a Constitution score. A living construct does not gain bonus hit points by size but gains (or loses) bonus hit points through a Constitution bonus (or penalty) as with other living creatures. Unlike other constructs, a living construct does not have low-light vision or darkvision. A living construct cannot heal damage naturally (though vulkiduon purgers possess regeneration). Unlike other constructs, living constructs are subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects. Unlike other constructs, a living construct can use the run action. Living constructs can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a living construct can be healed by a cure light wounds spell or a repair light damage spell, for example, and a living construct is vulnerable to a harm spell. However, spells from the healing subschool provide only half effect to a living construct. A living construct responds slightly differently from other living creatures when reduced to 0 hit points. A living construct with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than -10, a living construct is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert living construct does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable. They can be raised or resurrected. They not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items such as heroes' feast and potions. While they do not need to sleep, they must rest for 8 hours before preparing spells.