This giant blue construct is one of seven Weapons that the planet has produced and dispatched to cleanse any threats to its continued existence.
N Colossal Construct (Super Boss)
Init +11; Senses Darkvision 120 ft., low-light vision, tremorsense 60 ft., superior optics; Perception +44
AC 41, touch 9; flat-footed 34 (+32 natural armor, +7 dex, -8 size)
hp 1387  (37d12+222); fast healing 30;
Fort +30, Ref +31, Will +32
Absorb Ice, Water; DR 15/-; Immune Construct traits, Status effects, Fire, Wind; SR 37
Speed 50 ft., Fly 120 ft. (clumsy)
Melee 2 Slams +46 (4d8+16), Tail Slap +41 (3d6+8)
Space 30 ft.; Reach 30 ft.
Special Abilities Reflective Guard
Special Attacks Big Wave, Grand Stomp, Graviga, Sapphire Laser, Sapphire Prison, Tail Rush
Burst Mode Sapphire Beam, Sapphire Drive
Str 42, Dex 24, Con -, Int 12, Wis 30, Cha 22
Base Atk +37; CMB +61; 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-Like Ability (Sapphire Laser), Weapon Focus (Slam)
Skills Fly +44, Perception +44
Sapphire Beam (Su)
Once below 33% hp (659). This Burst Mode lets Sapphire Weapon release a stream of watery jets outward. For one single round, Sapphire Weapon’s stream goes outward in a 120 foot line, 30 foot thick radius. Anyone caught in the area of effect takes 22d10 points of water damage must make a successful Reflex save (DC 38) for half damage. This limit break requires only a full-round action to activate.
Sapphire Drive (Su)
Once below 50% hp (999), this Burst Mode lets Sapphire Weapon go into overdrive, performing well beyond it’s limit. For a number of rounds equal to 1 + 1 round for every four HD, Sapphire Weapon gains Bravery, Faith, Hasteja, and a +4 Dexterity/Wisdom bonus. This limit break requires only a swift action to activate and cannot be dispel.
Big Wave (Su)
Once every 1d3+1 rounds as a standard action, Sapphire Weapon can unleash a burst of water. All creatures in a 50 ft. line that is 25 feet wide take 15d6 points of water damage and are knocked prone. A Reflex save (DC 38) halves the damage and prevents those affected from being knocked prone. Those who fail the Reflex save must also make a Fortitude save (DC 38) or begin drowning (they are knocked unconscious, are taken to -1 hit points on the following round, and one round after that, die). The drowning may be prevented by making a Heal check (DC 38) as a full-round action, or casting a spell or using an item upon the victim that lets them breathe underwater. Blue mages may learn this ability as a 7th level spell (Knowledge: Engineering or Technology DC 29).
Grand Stomp (Ex)
Once every 1d3+1 rounds as a standard action, Sapphire Weapon stomps its foot down upon any creature within its 30-ft.-reach. Creatures within a 30-ft.-radius take 10d6+16 points of bludgeoning damage (Reflex save DC 34 for half damage). Sapphire Weapon uses this ability if there are more than one foe around it.
Once every 1d3+1 rounds as a standard action, Sapphire Weapon casts Graviga as the 7th level black mage spell (DC 38). The save DC is wisdom-based.
Sapphire Weapon gains the benefit of extra health from Charisma instead of Constitution 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.
Reflective Guard (Ex)
Twice per round at a 50% rate, whenever Sapphire Weapon is struck by a magical attack. He can deflect half of the damage with a failed save but with a successful save he only takes one-fourth of the total damage instead.
Sapphire Laser (Su)
Once every 1d2+1 rounds as a standard action, Sapphire 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 Will save (DC 38) or be inflicted with the Imperil status effect for 17 rounds. Blue mages may learn this ability as a 6th level spell (Knowledge: Engineering or Technology DC 27).
Sapphire Prison (Su)
Once every 1d4+1 rounds as a standard action, Sapphire Weapon encases one opponent in an icy prison. This attack deals 15d10 points of ice damage and inflicts the Frozen status (Fortitude save DC 38 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).
Superior Optics (Ex)
Sapphire Weapon sees invisible creatures or objects as if they were visible.
Tail Rush (Ex)
Once every 1d3+1 rounds as a swift action, Sapphire Weapon can arc his tail slap attack hitting all those within a 60-ft.-cone. Anyone caught in the area of effect takes triple his tail slap damage must make a Reflex save (DC 34) for half damage. This bypasses all DRs.