Obliterator Mk I (CR 16)
AC 30, touch 8, flat-footed 30 (+22 natural, -2 size)
hp 1020  (20d10+400), Force Field (100 hp, fast healing 20)
Fort +15, Ref +17, Will +16
Absorb Fire; Hardness 20, resilient; Immune boss traits, construct traits; Resist All 10; SR 27
Speed 50 ft., fly 30 ft. (clumsy)
Melee 2 slams +28 (3d6+15) or 2 Risky strikes +23 (3d6+30)
Ranged Integrated Rifle +18 touch (2d12 fire), integrated weapon slots, +3 Heavy auto tek +21(2d12+3, range 200 ft. touch) +3 Rocket launcher +21 (10d6+3 reflex 21 to half damage in 10ft radius min range 30ft max range 300ft 3 ammo total)
Space 20 ft.; Reach 15 ft.
Special attacks Combined Arms, Crystal Magic Advanced, Flash, Magitek Barrier, MegaFlash, Megaton Punch, Mighty Guard III, Spark Shower, Summon MK 2, Tek laser, THE END, Trample
Str 30, Dex 10, Con -, Int 25, Wis 12, Cha 5
Base Atk +20; CMB +32 (+34); CMD 42 (can’t be tripped)
Feats Ability focus (Flash), Ability focus (Megaflash), Awesome Blow, Awesome Charge, Improved Initiative, Improved Natural Attack (Slam), Improved Overrun, Lighting Reflexes, Lunge, Presence of Mind
Skills Perception+21, Fly+20, Sense motive +21 special: has TRACKS
SQ Construct Improvements
Combined Arms (Ex)
As part of a full-attack action, an Obliterator can attack with both melee and ranged integrated weapons.
Crystal Magic Advanced (Su)
An Obliterator’s crystal magic allows it to cast spells as if using a spell trigger magic item (CL 15th) without the use of MP. They cast 1st-level spells at will, 2nd-level spells at will, 3rd level spells at will, 4th level spells 5 times a day, 5th level spells 4 times a day, 6th level spells 2 times a day, and 7th level spells once a day.
1st (DC 18) – Fire, Flame Breath, Mage Armor, Shield, Wind Runner
2nd (DC 19) – Burning Arc, Detonate II, Elemental Touch, Wind Barrier
3rd (DC 20) – Ash Storm, Blizzara, Blacklight, Elemental Aura, Fira, Haste
4th (DC 21) – Comet, Metallasis, Volcanic Storm, Wall of Fire
5th (DC 22) – Blindja, Blizzaga, Burn, Firaga, Thundaga
6th (DC 23) – Berserk, Rock Spikes II, Slowga
7th (DC 24) – Countdown, Infectja, Reverse
Force Field (Ex)
An Obliterator is sheathed in a thin layer of shimmering energy that grants it 100 bonus hit points. All damage dealt to an Obliterator with an active force field is reduced from these hit points first. As long as the force field is active, the Obliterator is immune to critical hits. An Obliterator’s force field has fast healing 20, but once its hit points are reduced to 0, the force field shuts down and does not reactivate for 24 hours
Construct Improvements (Ex)
Obliterator‘s bonus hit points based on size is 10 times higher than normal.
Integrated Laser Rifle (Ex)
An Obliterator has a built-in laser rifle. This weapon has a range of 150 feet and deals 2d12 points of fire damage on a hit. The weapon can fire once per round as a ranged touch attack. A laser attack can pass through force fields and force effects, such as a wall of force, to strike a foe beyond without damaging that field. Objects like glass or other transparent barriers don’t provide cover from lasers, but unlike force barriers, a transparent physical barrier still takes damage when a laser passes through it. Invisible creatures and objects are immune to damage from lasers. Fog, smoke, and other clouds provide cover in addition to concealment from laser attacks. Darkness (magical or otherwise) has no effect on lasers other than providing concealment. Integrated ranged weapons do not provoke attacks of opportunity when fired in melee combat.
An Obliterator emits a bright flash around itself blinding all those within a 15-ft.-radius who did not succeed on a Will save (DC 27) for 1d6 rounds. Blue mages may learn this ability as a 2nd level spell (Knowledge: Engineering or Technology DC 19). The save DC is Intelligence-based.
Magitek Barrier (Su)
Once every 1d2 rounds, an Obliterator can put up a green barrier thereby gaining the effects of Protect and Reflect for 3 rounds. Blue mages may learn this ability as a 5th level spell (Knowledge: Engineering or Technology DC 25).
Megaton Punch (Ex)
As a standard action, an Obliterator launches both of its limbs at an opponent. If a successful hit, the creature takes 6d6+30 points of damage and the Obliterator can make a Bull Rush combat maneuver against the target it hits as a free action. An Obliterator using this attack is inflicted with a -4 penalty to AC for one round.
Upon destroying BOTH MK1 and MK 2 Obliterators, causes all nearby creatures to burst into flames. All creatures within 30 feet of the Obliterators take 12d6 points of fire damage and must make a Fortitude save (DC 27) or be inflicted with Blind status for 1d6 rounds. Blue mages may learn this ability as a 6th level spell (Knowledge: Arcana or Technology DC 27). The save DC is Intelligence-based.
Mighty Guard III (Su)
An Obliterator can create a magical barrier around itself and its nearby allies, granting Protect III and Shell III that lasts 9 rounds. Blue mages may learn this ability as a 9th level spell (Knowledge: Engineering or Technology DC 33).
Spark Shower (Su)
2/day, an Obliterator can cause a shower of sparks to erupt out of one of the circuits on its body. These sparks erupt in a 30-ft.-cone and those in the area of effect take 10d6 fire and 10d6 lightning damage, a successful Reflex for half damage (DC 27). Blue mages may learn this ability as a 8th level spell (Knowledge: Arcana or Technology DC 31). The save DC is Intelligence-based.
Summon MK 2 ( EX)
Upon hitting 50% HP an Obliterator can use an Immediate Action to sound the alarms in the Factory and Summon an Obliterator MK 2 in 1d3 rounds from the surrounding area. This ability can only be done once per battle.
Tek Laser (Su)
Once every 1d4 rounds and as a standard action, an Obliterator can fire a blue blast from its chest in a 30-ft.-cone. All creatures caught within the area of effect take 5d8 points of non-elemental damage, a Reflex save (DC 27) for half damage. Those failing the Reflex save must make a Fortitude save (DC 27) or be stunned for 1d3 rounds. Blue mages may learn this ability as a 4th level spell (Knowledge: Arcana or Technology DC 23). The save DC is Intelligence-based.
Upon Either of the Obliterator MK 1 or the MK 2 being Destroyed, The Remaining unit will activate THE END, and 1d4+2 rounds later if not destroyed the unit will essentially explode and set off a chain reaction that deals 10d10 fire and 10d10 bludgeoning damage in a 200ft radius (this ability can not be negated by spells or abilities that prevent damage or death)
As a full-round action, a creature with the trample ability can attempt to overrun any creature that is at least one size category Smaller than itself. This works just like the overrun combat maneuver, but the trampling creature does not need to make a check, it merely has to move over opponents in its path. Targets of a trample take an amount of damage equal to the trampling creature’s slam damage + 1-1/2 times its Str modifier. Targets of a trample can make an attack of opportunity, but at a –4 penalty. If targets forgo an attack of opportunity, they can attempt to avoid the trampling creature and receive a Reflex save to take half damage. The save DC against a creature’s trample attack is 10 + 1/2 the creature’s HD + the creature’s Str modifier (the exact DC is given in the creature’s descriptive text). A trampling creature can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature. Reflex DC 32 (10+10+10+2) (does not PROVOKE AOO due to Powerful maneuvers).