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Ark, the Aerodynamic DestinyArk appears to be an eidolon of Terran origins, guarding the Gulug Stone in Oeilvert, an ancient Terran archive, and a red moon features during its summoning. The pattern its lasers draw on the ground includes the triangular emblem of Terra that appears in many locations associated with the planet, and the glyph-like language that appears throughout Terran related artifacts. Ark is also the only eidolon not featured on the Eidolon Wall in Madain Sari.

Ark, the Aerodynamic Destiny (CR 25)

XP 1,638,400
LN Gargantuan Construct (Boss, Extraplanar, Primal, Shadow)
Init +17; Senses Darkvision 60 ft., true seeing; Perception +50

DEFENSE

AC 40, touch 20; flat-footed 26 (-4 size, +1 dodge, +13 dex, +20 natural)
hp 1189 [1640] (41d12+328); fast healing 20
Fort +30, Ref +35, Will +31
DR 20/-
Immune Bind, Blind, Charm, Confuse, Construct Traits, Paralyze, Sleep, Slow, Stop, Stun, Earth;
Resist Fire 30, Lighting 15, Ice 25, Holy 15, Shadow 50, Water 25; SR 40
Weakness Wind

OFFENSE

Speed 40 ft., Fly 250 ft. (Poor)
Melee 2 Slams +53 (2d6+15)
Ranged 4 Cannons +50 (2d4 plus 1d6 shadow, 90-ft. range)
Space 20 ft.; Reach 15 ft.
Special Abilities GA-100, Lapis Lazuli, Plasma Shield, Surprise Charge, Umbra Enchantment
Special Attacks Boomerang, Claster, Dark Fate, Eternal Darkness, Laser Swords, Photon, Propeller Wind, Shadow Blasty, Shadowhirl, Spin Crusher
Burst Mode Cruise Chaser

STATISTICS

Str 40, Dex 36, Con -, Int 16, Wis 28, Cha 26
Base Atk +41; CMB +60; CMD 83
Feats Acrobatic, Cleave, Circling Mongoose, Clustered Shots, Combat Reflexes, Dodge, Flyby Attack, Great Cleave, Hover, Improved Initiative, Improved Spring Attack, Juke, Mobility, Nimble Moves, Precise Shot, Point-Blank Shot, Power Attack, Sidestep, Spring Attack, Vital Strike, Weapon Focus (Slam)
Skills Acrobatics +58, Fly +48, Knowledge (Planes) +44, Perception +50, Sense Motive +50
SQ Does not Breathe, Does not Eat, Does not Sleep, Living-like
Languages Albhedian, Common, and 3 others

SPECIAL ABILITIES (phase i)

Cruise Chaser (Ex)

Once below 50% hp (820), This Burst Mode lets Ark transform into a mech, performing better and new techniques. For a number of rounds equal to 1 + 1 round for every four HD, Ark gains +3 dodge AC, and changes a list of abilities down below. This limit break requires only a swift action to activate. Even after this wears off he keeps the mech transformation until the end of the fight.

Boomerang (Ex)

Once every 1d3+1 rounds as a standard action, Ark shoots out one propeller in an arc hitting all enemies within the outside radius up to 60 feet. Once the radius is chosen (60-ft.-radius maximum) and if he hits (+50), Ark deals damage equal to triple his slam damage to all foes in the outside circle radius, 15-feet thick.

During Phase II, he shoots out two propellers instead of one.

During Cruise Chaser, increase his damage to quadruple his slam damage.

Living-like (Ex)

Ark gains the benefit of extra hit points from Charisma instead of size due to being a construct which means he can also be healed by normal means. He also gain feats and skills due to having an Intelligence. His saves are also consider Good unlike most constructs.

Propeller Wind (Su)

Once every 1d3+1 rounds as a standard action, Ark releases two propellers of wind that hit all enemies within a 30-ft.-cone from him. All foes within the area of effect take 12d6 points of wind damage and confused status effect for 1d6 rounds. They must make a Will save (DC 39) to negate the confuse status effect and take half damage. Blue mage may learn this ability as a 7th level spell (Knowledge: Planes DC 29).

During Phase II, increase radius to 60 feet.

During Cruise Chaser, increase the damage to 15d6 points of wind damage

Shadow Blasty (Su)

Once every 1d2+1 rounds as a standard action, Ark fires 4 beams of shadow energy at his foes, up to 30 feet away. Each ray requires a range touch attack to hit (+50) and deals 2d6 points of shadow damage. The rays may be fired at the same or different targets, but all rays must be aimed at targets within 30 feet of each other and fire simultaneously. Blue mages may learn this ability as a 3rd level spell (Knowledge: Planes DC 21).

During Phase II, increase damage to 4d6 and number of beams to 6.

During Cruise Chaser, add an additional 2d6 points of damage and converts half of the damage to lightning.

Surprise Charge (Ex)

Once every 1d2+1 rounds as a standard action, while Ark charges an opponent, he can attempt to daze their target unless they make a successful Will save (DC 38) to negate the status effect.

Umbra Enchantment (Su)

Ark can imbue allies’ weapons to deal dark damage. All allies may be affected so long as they are within 30 feet when Ark uses the ability. Affected allies add 1d6 shadow damage to their weapon damage rolls. The duration lasts 1d6 rounds. Blue mages may learn this ability as a 3rd level spell (Knowledge: Planes DC 21).

During Phase II, increase damage to 2d6 and duration to 2d4 rounds.

During Cruise Chaser, he gains an additional 20 to fast healing for 2d4 rounds.

SPECIAL ABILITIES (phase iI)

Dark Fate (Su) [Begins Phase II]

Once below 66% hp (1082) as a full-round action, Ark charges darkness then blasts enemies within a 120-ft. cone. Any creature within the area of effect takes 15d8 points of damage (half shadow/wind) unless they make a successful Reflex save (DC 39) for half damage.

GA-100 (Ex) [Phase II Only]

Once every 1d4+1 rounds as a standard action, Ark fires a rocket into the air that drops down upon one target releasing a gravity bomb up to a range of 120 feet. This ability functions exactly like Gravity (Fortitude DC 39).

During Cruise Chaser, that same target must make a Will save (DC 39) or have their shadow resistance drop by 50 for 2d4+1 rounds. If that target is immune to shadow damage they only take up to 50 shadow damage per ability. If the target absorbs shadow damage, their only immune to it instead.

Shadowhirl (Su) [Phase II]

Once every 1d4+1 rounds as a standard action, Ark uses his propellers to cause the dark winds to slice all those in a 60-ft.-cone. Creatures within the are of effect take 15d6 points of (half shadow/wind) damage and must make a Reflex save (DC 39) for half damage. Blue mage may learn this ability as a 8th level spell (Knowledge: Planes DC 31).

During Cruise Chaser, anyone caught in the area of effect must also make a Will save (DC 39) or receive the Deprotect II effect.

Spin Crusher (Ex) [Phase II]

Once every 1d3+1 rounds as a standard action, Ark cleaves in front of himself within a 45-ft.-radius. He must make a single slam attack, if he hits (+52), Ark deals damage equal to triple his slam damage to all foes in the area of effect.

During Cruise Chaser, anyone caught in the area of effect must also make a Will save (DC 39) or receive the Deshell II effect.

SPECIAL ABILITIES (phase iII)

Claster (Su) [Phase III]

Once every 1d3+1 rounds as a standard action, Ark shoots out long columns of flashy light rays at each opponent within 90-ft.-radius. Each light ray will hit anyone between their target, anyone caught in a ray takes 6d8 points of (half lightning/shadow) damage must take a Reflex save (DC 39).

During Cruise Chaser, they must also make a Will save (DC 39) or receive the slow status effect for 2d4 rounds.

Eternal Darkness (Su) [Phase III]

Once below 25% hp (410) as a standard action, Ark sets ancient runes of red light around his foes then charges up beams of pure darkness that bombard the selective area. Enemies within 120 feet of the target take 30d10 points of shadow damage, with a Reflex save (DC 39) for half damage.

Depending on how many Lapis Lazuli are remaining, increase the damage by 5d10 per each one left.

Lapis Lazuli [Begins Phase III]

At the start of Phase III, three globes of pure darkness surround Ark. Each globe has 300 health, immune to all status effects (good and bad). Each Lapis Lazuli increases Ark’s elemental resistances by 25 each, DR by 5 each, and fast healing by 10 each.

Laser Sword (Ex) [Phase III]

Once every 1d3+1 rounds as a standard action, Ark cleaves in front of himself within a 45-ft.-radius. He must make a single melee attack, if he hits (+52), Ark deals damage equal to 10d6 points of plasma (half fire/lightning) damage to all foes in the area of effect.

Photon (Ex) [Phase III]

Once every 1d4+1 rounds as a standard action, Ark shoots out a beam that releases the photons within its target. Ark must make a range attack, if it hits (+50), the targets current HP is reduced to 1 unless they make a Fortitude save (DC 39) to negate this effect.

During Cruise Chaser, that same target must make a Will save (DC 39) or have their shadow resistance drop by 50 for 2d4+1 rounds. If that target is immune to shadow damage they only take up to 50 shadow damage per ability. If the target absorbs shadow damage, their only immune to it instead.

Plasma Shield (Su) [Phase III]

Ark is sheathed in a thin layer of shimmering energy that grants it 410 bonus hit points. All damage dealt to Ark with an active plasma shield is reduced from these hit points first. As long as the plasma shield is active, Ark is immune to critical hits. Ark’s plasma shield has fast healing 41, but once its hit points are reduced to 0, the plasma shield shuts down and does not reactivate for 24 hours.