Habitat and Society
System: Pathfinder | SRD
Habitat and Society
CR 13
XP 25600
Init +1
;
Senses blindsense 120 ft., darkvision 60 ft., low-light vision; Perception +0
Defense
AC 29, touch 8, flat-footed 28 (+20 armor, +1 Dex, –2 size)
hp 139 (18d10+40)
Fort +8,
Ref +6,
Will +6
DR 10/—
Immune construct traits
SR 24
Offense
Speed 20 ft.
Melee 2 slams +28 (2d10+18/19–20)
Ranged ballista +17/+12/+7/+2 (3d8/19–20)
Space 15 ft.,
;
Reach 15 ft.
Special Attacks perimeter defense, powerful blows
CMB +32
CMD 43
Statistics
Str 34,,
Dex 13,,
Con —,,
Int —,,
Wis 10,,
Cha 1
Base Atk +18
SQ tide of metal
Special Abilities
Leaden Weariness (Su) Any creature that strikes an abandoned armory with a melee weapon or natural attack must succeed at a DC 19 Will save or be affected by slow for 1d4 rounds. Whether or not it succeeds at the saving throw, a creature cannot be affected again by this ability for 1 minute. The save DC is Constitution-based.
Perimeter Defense (Su) Once per minute as a standard action, an abandoned armory can fire a barrage of energy in a 60-foot cone. The barrage deals 14d6 points of damage, half of which is fire damage and half of which is electricity damage. A successful DC 20 Reflex save halves this damage. The save DC is Dexterity-based.
Powerful Blows (Ex) An abandoned armory applies 1–1/2 its Strength modifier and threatens a critical hit on a roll of 19–20 with its slam attacks.
Reflect Spell (Su) Once per day as an immediate action, an abandoned armory can turn back a spell targeting it as spell turning. An abandoned armory can turn up to seven spell levels with this ability. If an abandoned armory attempts to reflect an ineligible spell, this ability fails and is wasted.
Tide of Metal (Su) An abandoned armory can switch between its ebb-tide and rip-tide battle modes as a swift action. An abandoned armory begins combat in ebb-tide mode (reflected in the above statistics). In rip-tide mode, an abandoned armory undergoes several changes, as noted below. The abandoned armory’s AC decreases from 29 to 24. The abandoned armory’s speed increases from 20 to 50 feet. The abandoned armory applies twice its Strength modifier to its slam attacks and threatens a critical hit on a roll of 18–20. The abandoned armory’s reach increases from 15 to 25 feet. The abandoned armory gains the trip ability with its slam attacks. The abandoned armory loses its leaden weariness, perimeter defense, and reflect spells abilities.