Latest News

May Update!

Home > Bestiary > Bosses > World Weapons Family >

Ruby Weapon

This giant red construct is one of seven Weapons that the planet has produced and dispatched to cleanse any threats to its continued existence.

Ruby Weapon (CR 22)

XP 614,400
N Colossal Construct (Super Boss)
Init +11; Senses Darkvision 120 ft., low-light vision, tremorsense 60 ft., superior optics; Perception +39

DEFENSE

AC 44, touch 9; flat-footed 37 (+35 natural armor, +7 dex, -8 size)
hp 1489 [2109] (37d12+259); fast healing 20;
Fort +31, Ref +31, Will +27
Absorb Earth, Fire, Ice; DR 20/-; Immune Construct traits, Status effects except paralyze, Water; SR 37
Weakness Lightning

OFFENSE

Speed 50 ft., Fly 120 ft. (clumsy)
Melee 2 Slams +50 (4d8+20) [see exposed tentacles]
Space 30 ft.; Reach 30 ft. (45 ft. reach with tentacles)
Special Abilities Exposed Tentacles
Special Attacks Big Swing, Grand Stomp, Ruby Ray, Ruby Fire, Shadow Flare, Whirlsand
Burst Mode Chain Firaga, Ruby Drive

STATISTICS

Str 50, Dex 24, Con -, Int 12, Wis 20, Cha 24
Base Atk +37; CMB +65; CMD 82
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-Like Ability (Ruby Ray), Weapon Focus (Slam)
Skills Fly +44, Perception +39
SQ Living-like

SPECIAL ABILITIES

Chain Firaga (Su)

Once below 33% hp (695). This Burst Mode lets Ruby Weapon releases a flurry of fiery barrages. For one single round, Ruby Weapon shoots out five fireballs, up to 90 feet away. Each fireball explodes outward 25-ft.-radius that deal 8d6 points of fire damage each with a successful Reflex save (DC 35) for half damage per fireball. The fireballs may be fired at the same or different targets, but all the fireballs 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.

Ruby Drive (Su)

Once below 50% hp (1054), this Burst Mode lets Ruby Weapon go into overdrive, performing well beyond it’s limit. For a number of rounds equal to 1 + 1 round for every four HD, Ruby Weapon gains Bravery, Shell V, Hasteja, and a +4 Dexterity/Charisma bonus however when his tentacles are exposed he gains Faith, Protect V, Auto-Reflect (Once per round), and doubles his fast healing instead. This limit break requires only a swift action to activate and cannot be dispel.

Big Swing (Ex) [Cannot be use during exposed tentacles]

Once every 1d3+1 rounds as a swift action, Ruby Weapon can arc his slam attack hitting all those within a 45-ft.-cone. Anyone caught in the area of effect takes triple his slam damage must make a Reflex save (DC 35) for half damage. This bypasses all DRs.

Exposed Tentacles (Ex)

Ruby Weapon digs its fist into the ground and releases two big tentacles when it either reaches 90% of its health or when an opponent drops unconscious. Ruby Weapon loses its slam attacks but can still use his other abilities unless noted. Once both tentacles are destroyed, Ruby Weapon can summon them again once every 1d2+1 rounds.

Grand Stomp (Ex)

Once every 1d3+1 rounds as a standard action, Ruby 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 35 for half damage). Ruby Weapon uses this ability if there are more than one foe around it.

Living-like (Ex)

Ruby 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.

Ruby Fire (Su)

Once every 1d4+1 rounds as a standard action, Ruby Weapon engulfs one opponent in intense flames. This attack deals 15d10 points of fire damage and inflicts Burning status unless they make a Fortitude save (DC 35) 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).

Ruby Ray (Su)

Once every 1d2+1 rounds as a standard action, Ruby Weapon fires off a ray of non-elemental energy at a random foe within 60 ft. Ranged touch attack (+36), if it hits, deals 15d6 points of non-elemental damage and the target must make a Fortitude save (DC 35) or be inflicted with the Slow status for 17 rounds. Blue mages may learn this ability as a 6th level spell (Knowledge: Engineering or Technology DC 27).

Shadow Flare (Su)

Once every 1d3+1 rounds as a standard action, Ruby Weapon sends off a blast of dark magic against its foes. This is a spell-like ability that functions like the Flare black magic spell except it deals shadow damage instead. It casts as a 20th-level black mage. Blue mages may learn this ability as a 6th level spell (Knowledge: Engineering or Technology DC 27).

Superior Optics (Ex)

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

Whirlsand (Su)

Once every 1d4+1 rounds as a standard action and cannot use this when it’s tentacles are exposed, Ruby Weapon makes the sand erupt and whirl around its foes. Creatures within a 60-ft. radius of Ruby Weapon takes 15d10 points of wind damage and inflicts Squalled status unless they make their Reflex save (DC 35) for half damage and negates the status effect. Creatures who fail the Reflex save must also make a Fortitude save (DC 35) or be inflicted with the Blind status for 1d6 rounds. Blue mages may learn this ability as a 9th level spell (Knowledge: Engineering or Technology DC 33).