This giant white construct is one of seven Weapons that the planet has produced and dispatched to cleanse any threats to its continued existence.
Diamond Weapon (CR 22)
N Colossal Construct (Super Boss)
Init +4; Senses Darkvision 120 ft., low-light vision, tremorsense 60 ft., superior optics; Perception +44
AC 45, touch 2; flat-footed 45 (+43 natural armor, -8 size)
hp 1720  (37d12+333); fast healing 20;
Fort +33, Ref +24, Will +32
Absorb Dark, Holy; DR 25/- (see below); Immune Mind-affecting effects, Status effects; Resist Fire 50; SR 37;
Speed 50 ft., Fly 120 ft. (clumsy)
Melee 2 Slams +50 (4d8+20)
Space 30 ft.; Reach 30 ft.
Special Abilities Diamond Guard
Special Attacks Grand Stomp, Diamond Fire, Diamond Flash, Photon Spray, Sacrament
Burst Mode Diamond Drive, Ultimate Light Barrage
Str 50, Dex 10, Con -, Int 12, Wis 30, Cha 28
Base Atk +37; CMB +65; CMD 75
Feats: Alertness, Awesome Blow, Blind-Fight, Cleave, Combat Casting, Combat Reflexes, Dodge, Great Fortitude, Improved Bull Rush, Improved Initiative, Lightning Reflexes, Power Attack, Quickened Spell-Life Ability (Diamond Fire), Weapon Focus (Slam)
Skills Fly +37, Perception +44
Diamond Drive (Su)
Once below 50% hp (1165), this Burst Mode lets Diamond Weapon go into overdrive, performing well beyond it’s limit. For a number of rounds equal to 1 + 1 round for every four HD, Diamond Weapon gains Bravery, Shell V, Hasteja, and a +4 Strength/Charisma bonus. This limit break requires only a swift action to activate and cannot be dispel.
Ultimate Light Barrage (Su)
Once below 33% hp (777). This Burst Mode lets Diamond Weapon burst with a furious flurry of light beams. For one single round, Diamond Weapon shoots out ten beams of holy energy, up to 90 feet away. Each ray requires a ranged touch attack to hit (+29) and deals 5d6 points of holy damage. The rays may be fired at the same or different targets, but all rays must be aimed at targets within 50 feet of each other and fired simultaneously. This limit break requires only a full-round action to activate.
Diamond Fire (Su)
Once every 1d2+1 rounds as a standard action, Diamond Weapon fires off a ray of non-elemental energy at a random foe within 60 ft. Ranged touch attack (+29), if it hits, deals 15d6 points of non-elemental damage and the target must make a Will save or be inflicted with the Deprotect status effect at -2 penalty to armor class for 17 rounds. Blue mages may learn this ability as a 6th level spell (Knowledge: Engineering or Technology DC 27).
Diamond Flash (Su)
Once every 1d4+1 rounds as a standard action, Diamond Weapon lowers down its defenses for one round as it blasts its foes around it. Creatures within a 60-ft.-radius of Diamond Weapon take 15d10 points of holy damage (Reflex save DC 38 for half damage) and are inflicted with the dazzled status effect for 1d6 rounds. Creatures who fail the Reflex save must also make a Fortitude save (DC 38) or be inflicted with Silence status for 1d6 rounds. During the round that Diamond Flash is used, the Diamond Weapon’s DR is reduced to 0. Blue mages may learn this ability as a 9th level spell (Knowledge: Engineering or Technology DC 33).
Diamond Guard (Ex)
Once per round at a 50% rate, Diamond Weapon will toughen his guard each time he is struck by a physical attack. Each time this happens his nature armor increases by 2 up to 10 max for 1d4+1 rounds.
Grand Stomp (Ex)
Once every 1d3+1 rounds as a standard action, Diamond Weapon stomps its foot down upon any creature within its 30-ft.-reach. Creatures within a 30-ft.-radius take 10d6+20 points of bludgeoning damage (Reflex save DC 37 for half damage). Diamond Weapon uses this ability if there are more than one foe around it.
Diamond Weapon gains the benefit of extra health from Charisma instead of Constitution due to being a construct. He also gain feats and skills due to having an Intelligence.
Photon Spray (Su)
Once every 1d3+1 rounds as a standard action, Diamond Weapon releases a spray of photons in a 60-ft.-cone radius. Any foe within the area of effect takes 12d8 points of holy damage unless they make a successful Reflex save (DC 38) for half damage.
Once every 1d2+1 rounds as a swift action, Diamond Weapon fires 4 beams of holy energy at his foes, up to 30 feet away. Each ray requires a ranged touch attack to hit (+29) and deals 4d6 points of holy 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 fired simultaneously. Blue mages may learn this ability as a 7th level spell (Knowledge: Engineering or Technology DC 29).
Superior Optics (Ex)
Diamond Weapon sees invisible creatures or objects as if they were visible.