Anda di halaman 1dari 6

Name

Height/Weight
Armament
Initial service date
Hit Dice
Hit Points
Base initiative
Speed
Armor Class
BaB/Grapple
Melee attack
Ranged attack
Space/Reach
Saving Throws
Abilities
Cortex
Build DC
Construction Time
Price
Special attacks
Special Qualities
Challenge Rating

Deathripper
64, 2 tons
Mandibles
Unknown. First sighting 502 AR
8d10+30
74
+3
35 ft. (7 squares)
23 (-1 size, +3 dex, +11 armor)
+6/+14
Mandibles +10, 2d6+5
10 ft. by 10 ft. / 5 ft.
Fort. +2, Ref. +5, Will +3
Str 20, Dex 16
Necro-cortex: Int 12, Wis 12

Defiler
64, 2.6tons
Sludge Cannon
Unknown. First sighting 512 AR
8d10+30
74
+3
35 ft. (7 squares)
23 (-1 size, +3 dex, +11 armor)
+6/+14
Body slam +6, 1d8+5
Sludge cannon +8, 2d8
10 ft. by 10 ft. / 5 ft.
Fort. +2, Ref. +5, Will +3
Str 20, Dex 16
Necro-cortex: Int 12, Wis 12

Nightwretch
64, 2 tons
Doomspitter
Unknown. First sighting 590 AR
8d10+30
74
+3
35 ft. (7 squares)
23 (-1 size, +3 dex, +11 armor)
+6/+14
Body slam +6, 1d8+5
Doomspitter +8 (see below)
10 ft. by 10 ft. / 5 ft.
Fort. +2, Ref. +5, Will +3
Str 20, Dex 16
Necro-cortex: Int 12, Wis 12

Improved Grab, Arc-node


Corrosion, Arc-node
Doomspitter, Arc-node
Mechanical construct traits, Warjack Mechanical construct traits, Warjack Mechanical construct traits, Warjack
traits, DR 5/serricsteel, Darkvision traits, DR 5/serricsteel, Darkvision traits, DR 5/serricsteel, Darkvision
60 ft, Low-light vision,
60 ft, Low-light vision,
60 ft, Low-light vision,
7
7
7

Deathripper:
Improved Grab (Ex): When the Deathripper hits with its mandible attack, it may attempt
to start a grapple as a free action without provoking attacks of opportunity. When the
Deathripper wins the grapple check, it deals damage as normal.
Arc Node: A Warcaster controlling a Deathripper within 10 ft. per caster level may,
when casting an arcane spell, measure range and line of sight from the lancer instead of
him- or herself.

Defiler:
Corrosion (Ex): The Defilers sludge cannon also deals 1d6 acid damage. During the
next round, the target takes another 1d6+2 acid damage.
Arc Node: A Warcaster controlling a Defiler within 10 ft. per caster level may, when
casting an arcane spell, measure range and line of sight from the lancer instead of himor herself.

Nightwretch:

Doomspitter: This is a deviating weapon (NQM #2 p. 52) with a range of 30 ft.


Creatures within 15 ft. of the point of impact take 2d8 damage (reflex Save DC 17
halves).
Arc Node: A Warcaster controlling a Nightwretch within 10 ft. per caster level may,
when casting an arcane spell, measure range and line of sight from the lancer instead of
him- or herself.
Name
Height/Weight
Armament
Initial service date
Hit Dice
Hit Points
Base initiative
Speed
Armor Class

Stalker

Helldiver

2 Eviscerators
Unknown
6d10+30
63
+4
35 ft. (7 squares)
26 (-1 size, +4 dex, +10 armor, +3
deflection)

Jaws
Unknown
10d10+30
85
+3
25 ft. (5 squares), burrow 25 ft.
23 (-1 size, +3 dex, +11 armor)

BaB/Grapple
Melee attack
Ranged attack
Space/Reach
Saving Throws
Abilities
Cortex
Build DC
Construction Time
Price
Special attacks
Special Qualities

+4/+13
2 Eviscerators +8, 1d10+5
10 ft. by 10 ft. / 5 ft.
Fort. +2, Ref. +6, Will +3
Str 20, Dex 18
Necro-cortex: int 12, Wis 12

Challenge Rating

Touch 12, Flat-footed 20


+7/+17
Jaws +12, 2d8+6
10 ft. by 10 ft. / 5 ft.
Fort. +3, Ref. +6, Will +4
Str 22, Dex 16
Necro-cortex: int 12, Wis 12

Eviscerate, Leap
Sinkhole, Surprise attack, dig claws
Mechanical construct traits, Warjack Mechanical construct traits, Warjack
traits, DR 5/serricsteel, Darkvision traits, DR 5/serricsteel, Darkvision
60 ft, Low-light vision, All Terrain, 60 ft, Low-light vision,
Stealth
8
11

Stalker:
All terrain (Ex): The Stalker can ignore movement penalties from terrain.
Stealth (Ex): the Ranged or magic attacks that target the stalker from 30 ft. away or
more have 50 % miss chance.
Eviscerate (Su): When a spellcaster is hit by an eviscerator attack, it must make a will
save (DC 25) or lose 2d6 spell levels.
Leap (Ex): the Stalker gains a +20 competence bonus on jump checks.

Helldiver:

Burrow: While underground, the Helldiver can only move at normal speed.
Sinkhole (Ex): While underground, as a full-round action, the Helldiver may create a
sinkhole. Within a 20 ft. radius, creatures must succeed on a reflex save (DC 20) or
become entangled until they leave the sinkhole. Creatures that passed their save must
save again each round as long as they are in the sinkhole.
Surprise attack (Ex): As a full-round action, the helldiver may make a surprise attack,
targeting any opponent within 40 ft. of his current location. Treat is as a normal
Mandible charge attack, except that the target is considered flat-footed, and the attack
deals an additional 2d8 damage.
Dig claws (Ex): Although the Helldiver is unable to attack with its powerful front claws,
they do grant it extra stability. The helldiver gains a +4 competence bonus on checks to
prevent it from being grappled, trampled, bull-rushed or overrun.
e
Height/Weight
Armament
Initial service date
Hit Dice
Hit Points
Base initiative
Speed
Armor Class
BaB/Grapple
Melee attack

Ranged attack
Space/Reach
Saving Throws
Abilities
Cortex
Build DC
Construction Time
Price
Special attacks
Special Qualities

Challenge Rating

Slayer
1110, 6 tons
2 death claws, tusks
Unknown, first sighting 531 AR
14d10+30
107
+2
30 ft. (6 squares)
22 (-1 size, +2 dex, +11 armor)
+10/+22
2 death claws +17, 2d6+8+ acid

Reaper
1110, 6.8 tons
Helldriver, Harpoon, tusks
Unknown, first sighting 557 AR
14d10+30
107
+2
30 ft. (6 squares)
22 (-1 size, +2 dex, +11 armor)
+10/+22
Helldriver +17, 2d6+8/x4

Seether
1110, 6 tons
2 death claws, tusks

Tusks +12, 2d4+4


10 ft. by 10 ft. / 10 ft.
Fort. +4, Ref. +6, Will +5
Str 26, Dex 14
Necro-cortex: Int 12, Wis 12

Tusks +12, 2d4+4


Harpoon +11, 2d8+2
10 ft. by 10 ft. / 10 ft.
Fort. +4, Ref. +6, Will +4
Str 26, Dex 14
Necro-cortex: Int 12, Wis 12

Tusks +14, 2d4+6


10 ft. by 10 ft. / 10 ft.
Fort. +4, Ref. +6, Will +5
Str 30, Dex 14
Necro-cortex: Int 12, Wis 12

14d10+30
107
+2
30 ft. (6 squares)
24 (-1 size, +2 dex, +13 armor)
+10/+24
2 death claws +19, 2d6+10+ acid

Acid, corrosion, combo strike


Scythe, Harpoon
Relentless charge, soul drive
Mechanical construct traits, Warjack Mechanical construct traits, Warjack Mechanical construct traits, Warjack
traits, DR 10/serricsteel, Darkvision traits, DR 10/serricsteel, Darkvision traits, DR 10/serricsteel, Darkvision
60 ft, Low-light vision,
60 ft, Low-light vision,
60 ft, Low-light vision, terror,
uncontrolled rage
11
11
12

Slayer:
Acid (Ex): Death claw attacks also deal 1d6 Acid damage.
Corrosion (Ex): Targets hit by a Death claw attack suffer 1d6 acid damage next round.

Combo Strike (Ex): Instead of making two separate death claw attacks, the slayer may
combine both attacks in one powerful blow. Make one single death claw attack, but add
twice its strength modifier to the damage roll.

Reaper:
Scythe (Ex): The reaper is treated as having the Great Cleave feat when attacking with
the Helldriver.
Harpoon (Ex): Targets struck by the harpoon gun move at half speed and cannot charge
or run. The target cannot move more than 60 ft. away from the Reaper unless it wins an
opposed strength check (in this case it either pulls out the harpoon or drags the reaper
along, reapers choice). Removing the harpoon is a full-round action that provokes
attacks of opportunity, and deals the same amount of damage as the initial attack. The
Reaper can reel in the target 15 ft. per turn by winning an opposed strength check. The
reaper can yank out the harpoon by succeeding a strength check (DC = damage dealt).

Seether:
Relentless Charge (Ex): When charging, the Seether ignores movement penalties from
rough terrain.
Soul drive (Su): Once per turn, the Seether may choose to either make an extra melee
attack or add 2d6 to any 1 die roll.
Terror (Ex): All creatures within melee range of the seethe must make a will save (DC
19) or become shaken for 1 round. Creatures that make their save become immune to
this effect for 24 hours.
Uncontrolled Rage (Ex): Seethers not controlled by a warcaster always charge the
nearest target, enemy or friendly. Warcasters controlling a seether must make a will save
(DC 19) each turn to prevent this from happening.

Name
Height/Weight
Armament
Initial service date
Hit Dice
Hit Points
Base initiative
Speed
Armor Class
BaB/Grapple
Melee attack
Ranged attack
Space/Reach
Saving Throws
Abilities
Cortex
Build DC
Construction Time
Price
Special attacks
Special Qualities

Challenge Rating

Leviathan
105, 7 tons
Crushing claw, spiker
Unknown: first sighting 586 AR
18d10+30
129
+1
25 ft. (5 squares)
21 (-1 size, +1 dex, +11 armor)
+13/+26
Crushing claw +21, 5d10+9/x3
Spiker +13/+8/+3, 2d8
10 ft. by 10 ft. / 10 ft.
Fort. +4, Ref. +5, Will +5
Str 29, Dex 12
Necro-cortex: Int 12, Wis 12

Harrower
105, 7 tons
Mortifier, Perisher
18d10+30
129
+1
25 ft. (5 squares)
21 (-1 size, +1 dex, +11 armor)
+20/+33
Perisher +21, 2d6+9
Mortifier +13, 2d8/19-20/x3
10 ft. by 10 ft. / 10 ft.
Fort. +4, Ref. +5, Will +5
Str 29, Dex 12
Necro-cortex: Int 12, Wis 12

Improved grab, Necrotite ammo


Extractor, scythe, wraith shot
Mechanical construct traits, Warjack Mechanical construct traits, Warjack
traits, DR 10/serricsteel, Darkvision traits, DR 10/serricsteel, Darkvision
60 ft, Low-light vision, All terrain, 60 ft, Low-light vision, All terrain,
Amphibious, spider legs, rapid fire Amphibious, spider legs
13
13

Leviathan:
All terrain (Ex): The Leviathan ignores all movement penalties from Terrain.
Amphibious (Ex): The Leviathan does not have the Furnace vulnerability trait and can
move at full speed underwater.
Spider legs (Ex): The Leviathan may stand up from being prone as an immediate action.
Improved grab (Ex): When the Leviathan hits an opponent with its crushing claw, it
may choose to start a grapple as a free action without provoking attacks of opportunity.
If it wins the grapple check, it deals damage normally.
Necrotite ammunition (Ex): the Spiker deals an additional +1 damage per damage die
against living targets (2d8+2 normal, 4d8+4 on critical hits).
Rapid Fire (Ex): The leviathan can fire its Spiker up to three times each round, reducing
the to hit bonus by a cumulative -5 for each shot.

Harrower:

All terrain (Ex): The Harrower ignores all movement penalties from Terrain.
Amphibious (Ex): The Harrower does not have the Furnace vulnerability trait and can
move at full speed underwater.
Spider legs (Ex): The Harrower may stand up from being prone as an immediate action.
Scythe (Ex): The Harrower is treated as having the Great Cleave feat when attacking
with Perisher.
Extractor (Su): Whenever the Harrower kills a living target with its Perisher, it gains 1
soul token. The Harrower can have no more than three soul tokens at any one time.

Mortifier: This is a Deviating weapon (NQM #2 p. 52) with a range of 80 ft. All
creatures within 15 ft. of the point of impact are entitled to a reflex save (DC 19) for
half damage.
Wraith shot (Su): As a standard action the Harrower may spend a soul token to make a
Wraith Shot ranged attack. Treat it as a normal Mortifier attack, with the effect that the
shot does not incur line of sight penalties from intervening creatures, and all damage is
increased to 4d8 (reflex DC 21halves). Creatures within the blast radius must pass a will
save (DC 19) or become Frightened (DMG p. 300).

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