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Emerald WeaponThis giant green construct is one of seven Weapons that the planet has produced and dispatched to cleanse any threats to its continued existence. Emerald Weapon is accompanied by 4 floating Emerald Eye constructs.

Emerald Weapon (CR 22)

XP 614,400
N Colossal Construct (Super Boss)
Init +7; Senses Darkvision 120 ft., low-light vision, tremorsense 60 ft., superior optics; Perception +41

DEFENSE

AC 43, touch 5; flat-footed  (+38 natural armor, +3 dex, -8 size)
hp 1720 [2331] (37d12+333); fast healing 20;
Fort +33, Ref +27, Will +29
Absorb Ice, Water; DR 15/-; Immune Construct traits, Status effects, Earth; SR 37
Weakness Lightning

OFFENSE

Speed 20 ft., Swim 80 ft., Fly 120 ft. (clumsy)
Melee 2 Slams +50 (4d8+20)
Space 30 ft.; Reach 30 ft.
Special Abilities Eye Reconstruction
Special Attacks Air Tam Storm, Emerald Beam, Emerald Blast, Emerald Big Bang, Grand Stomp, Revenge Stamp
Burst Mode Emerald Drive, Hydraulics

STATISTICS

Str 50, Dex 16, Con -, Int 12, Wis 24, Cha 28
Base Atk +37; CMB +65; CMD 78
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 (Emerald Beam), Weapon Focus (Slam)
Skills Fly +40, Perception +41
SQ Living-like

SPECIAL ABILITIES

Emerald Drive (Su)

Once below 50% hp (1165), this Burst Mode lets Emerald Weapon go into overdrive, performing well beyond it’s limit. For a number of rounds equal to 1 + 1 round for every four HD, Emerald Weapon gains Bravery, Protect V, Radiant Spikes III, and a +4 Strength/Dexterity bonus. This limit break requires only a swift action to activate and cannot be dispel.

Hydraulics (Ex)

Once below 33% hp (777). This Burst Mode lets Emerald Weapon releases a wave of super sonic watery waves. For one single round, Emerald Weapon’s wave blast goes outward in a 90 foot radius. Anyone caught in the area of effect takes 22d10 points of (half water/slashing) damage must make a successful Will save (DC 37) for half damage. This limit break requires only a full-round action to activate.

Aire Tam Storm (Su)

Once every 1d4+1 rounds as a standard action, Emerald Weapon unleashes the energy within materias around it, causing them to erupt. This attack deals 20 points of non-elemental damage per material level (20/40/60/80) per materia on or equipped on each person within a 60-ft.-radius (No save). Blue mages may learn this ability as a 9th level spell (Knowledge: Engineering or Technology DC 33).

Emerald Beam (Su)

Once every 1d2+1 rounds as a standard action, Emerald Weapon fires off a ray of non-elemental energy at a random foe within 60 ft. Ranged touch attack (+32), if it hits, deals 15d6 points of non-elemental damage and the target must make a Will save or be inflicted with the Deshell status effect at a -2 penalty to saving throws versus spells for 17 rounds. Blue mages may learn this ability as a 6th level spell (Knowledge: Engineering or Technology DC 27).

Emerald Blast (Su)

Once every 1d4+1 rounds as a standard action, Emerald Weapon engulfs one opponent in suffocating, crushing water. This attack deals 15d10 points of water damage and inflicts the Drenched status (Fortitude save DC 37 for half damage and negates the status effect). Blue mages may learn this ability as a 8th level spell (Knowledge: Engineering or Technology DC 31).

Emerald Big Bang (Su)

Once every 1d3+1 rounds as a standard action, Emerald Weapon fires a watery burst upon his foes in a 60-ft.-cone radius around his target. Any foe within the area of effect takes 12d8 points of water damage unless they make a successful Reflex save (DC 38) for half damage.

Eye Reconstruction (Ex)

Once every 1d4+1 rounds as a swift action, Emerald Weapon can reconstruct all of its eyes at complete health.

Grand Stamp (Ex)

Once every 1d3+1 rounds as a standard action, Emerald 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). Emerald Weapon uses this ability if there are more than one foe around it.

Living-like (Ex)

Emerald Weapon 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.

Revenge Stamp (Ex)

Once per round at a 30%, Emerald Weapon stomps its foot down upon any creature within its 30-ft.-reach when struck by a melee attack. Creatures within a 30-ft.-radius take 10d6+20 points of bludgeoning damage (Reflex save DC 37 for half damage). Emerald Weapon uses this ability if there are more than one foe around it.

Superior Optics (Ex)

Emerald Weapon sees invisible creatures or objects as if they were visible.