This giant black 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 +9; Senses Darkvision 120 ft., low-light vision, tremorsense 60 ft., superior optics; Perception +40
AC 46, touch 7; flat-footed 39 (+37 natural armor, +5 dex, -8 size)
hp 1609  (37d12+296); fast healing 20;
Fort +32, Ref +29, Will +28
DR 20/-; Immune Construct traits, Status effects, Earth, Water; SR 37
Speed 50 ft., Fly 120 ft. (clumsy)
Melee 2 Slams +50 (4d8+20)
Space 30 ft.; Reach 30 ft.
Special Abilities Protector
Special Attacks Bolt Ball, Grand Stomp, Quakera, Shadow Flare
Burst Mode Ultimate Beam, Ultimate Drive
Str 50, Dex 20, Con -, Int 12, Wis 22, Cha 26
Base Atk +37; CMB +65; CMD 80
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 (Bolt Ball), Weapon Focus (Slam)
Skills Fly +42, Perception +40
Ultimate Beam (Su)
Once below 33% hp (732). This Burst Mode lets Ultimate Weapon release a beam of pure power. For one single round, Ultimate Weapon’s beam goes outward in a 120 foot line, 30 foot thick radius. Anyone caught in the area of effect takes 22d10 points of non-elemental damage must make a successful Reflex save (DC 36) for half damage. This limit break requires only a full-round action to activate.
Ultimate Drive (Su)
Once below 50% hp (1110), this Burst Mode lets Ultimate Weapon go into overdrive, performing well beyond it’s limit. For a number of rounds equal to 1 + 1 round for every four HD, Ultimate Weapon gains Bravery, Faith, Hasteja, and a +4 Strength/Charisma bonus. This limit break requires only a swift action to activate and cannot be dispel.
Bolt Ball (Su)
Once every 1d2+1 rounds as a standard action, Ultimate Weapon fires an electricity ball of power at a random foe within 60 ft. Ranged touch attack (+34), if it hits, deals 15d6 points of lightning damage and the target must make a Fortitude save or be inflicted with the Deshell status effect at a -2 penalty to saving throws versus spells for 17 rounds.
Grand Stomp (Ex)
Once every 1d3+1 rounds as a standard action, Ultimate 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 36 for half damage). Ultimate Weapon uses this ability if there are more than one foe around it.
Ultimate 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.
Each time Ultimate Weapon is struck with an elemental damage type, he gains 10 resistance to that elemental type, no limit on time or max.
Once every 1d4+1 rounds as a standard action, Ultimate Weapon has the earth erupts around the targeted creature within 150 feet away, exploding into jagged shrapnel dealing 20d8 points of earth damage and inflicting the Weighted status effect for 2d4 rounds. A successful Fortitude save (DC 36) reduces the damage by half and negates the status effect.
Shadow Flare (Su)
Once every 1d3+1 rounds as a standard action, Ultimate 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)
Ultimate Weapon sees invisible creatures or objects as if they were visible.