Robot, Annihilator (CR 20/MR 8)

This metallic creature has pincer-tipped arms and a single red eye–it flies with eerie grace via blasts of fire from its back.

Mythic Annihilator (CR 20/MR 8)
XP 307,200
Pathfinder Campaign Setting: Inner Sea Bestiary
N Gargantuan construct (mythic, robot)
Init +7/-13, dual initiativeMA; Senses darkvision 120 ft., low-light vision, tremorsense 60 ft.; Perception +24

Defense

AC 40, touch 10, flat-footed 36 (+3 Dex, +1 dodge, +30 natural, -4 size)
hp 350 (20d10+140 plus 100 hp force field)
Fort +12, Ref +12, Will +11; legendaryMA
Defensive Abilities field boostMA, fortification (50%)MA, hardness 10, unfetteredMA; DR 10/epic; Immune cold, construct traits; Resist electricity 30, fire 30
Weaknesses vulnerable to critical hits, vulnerable to electricity

Offense

Speed 50 ft., climb 30 ft.; booster jets
Melee 2 adamantine claws +31 (2d6+15/19-20)
Ranged 2 integrated chain guns +21 (8d6/×4)
Space 20 ft.; Reach 20 ft.
Special Attacks combined arms, keeningMA, mythic power (8/day, surge +1d10), plasma lance, plasma overloadMA, suppressing fire, targeting computerMA

Statistics

Str 40, Dex 17, Con —, Int 14, Wis 13, Cha 1
Base Atk +20; CMB +39; CMD 57 (65 vs. trip)
Feats Combat ExpertiseMF, Combat ReflexesMF, Deadly AimMF, Dodge, Great Fortitude, Improved Critical (claw), Improved Initiative, Mobility, Skill Focus (Acrobatics), Weapon Focus (chain gun)MF
Skills Acrobatics +29 (+37 when jumping), Climb +23, Intimidate +15, Perception +24, Sense Motive +24
Languages Common
SQ ascendantMA

Ecology

Environment any
Organization solitary
Treasure none

Special Abilities

Ascendant (Ex) As a free action during its turn, a mythic annihilator can expend one use of mythic power to increase the save DCs of all its special abilities by half its mythic tier for 1d4 rounds.

Booster Jets (Ex) By activating its jets as a swift action, an annihilator gains a fly speed of 60 feet (poor maneuverability) for 1 minute. It can use this ability 10 times per hour.

Chain Guns (Ex) The twin chain guns mounted beneath an annihilator’s head never misfire, automatically reload as a free action, and have a range of 200 feet. Microfactories inside the annihilator process scrap into new ammunition, providing effectively unlimited ammunition.

Combined Arms (Ex) When taking a full-action action, an annihilator can attack with its melee attacks and its integrated ranged attacks simultaneously.

Field Boost (Ex) By expending one use of mythic power as an immediate action, a mythic annihilator can boost the power of its force field. For each use of mythic power expended, the force field’s hit points are increased by 2 times the mythic annihilator’s CR. The force field’s hit points cannot exceed 5 times the mythic annihilator’s CR (100 hp for most mythic annihilators) at any one time through the use of this ability. Using this ability reactivates the force field if it has already collapsed.

Keening (Ex) As a move action, a mythic annihilator can strop its blades against each other, producing an ear-piercing shriek. The sound deafens, sickens, and staggers creatures within a 200-ft. spread for 1d4+1 rounds (Fortitude DC 22 negates). The save DC is Intelligence-based.

Legendary (Ex) A mythic annihilator adds half its mythic tier to its saving throws.

Plasma Lance (Ex) An annihilator can fire a 120-foot line of plasma from a tail-mounted projector. All creatures and objects in the area take 20d6 of plasma damage (Reflex DC 22 halves). The save DC is Intelligence-based.

Plasma Overload (Ex) A mythic annihilator can expend one use of mythic power while firing its plasma lance to increase the effect to 20d10 points of plasma damage. Any creature that fails it Reflex save continues to take 20d10 damage each round for the next 1-3 rounds as the plasma clings to them. A successful Reflex save in a later round halves the damage and ends the effect. Immersion in water or taking at least 25 points of cold damage (before applying immunities, resistances, or vulnerability) extinguishes the clinging plasma. The annihilator cannot fire its plasma lance for 1d4+1 rounds after using this ability.

Suppressing Fire (Ex) As a standard action, an annihilator can saturate a 100-foot cone with chain gun fire. Each target in the area sustains a single chain gun attack, including targets the annihilator cannot see. The annihilator ignores miss chances from concealment when using suppressing fire.

Targeting Computer (Ex) If a mythic annihilator foregoes making melee attacks, it adds its mythic tier to its ranged attack rolls, halves the penalties for range and Deadly Aim, and automatically confirms critical hits. This includes attacks with suppressing fire.

Unfettered (Ex) By expending one use of mythic power as a swift action, a mythic annihilator automatically dispels all non-mythic spells and technological effects affecting it. Effects from the annihilator itself are unaffected. The annihilator remains immune to ongoing non-mythic spells and technological effects until the end of its next turn, although instantaneous effects affect it normally.

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