This mysterious weapon that once assaulted the Imperial Guard. One of the defensive units that was left behind by those who employed advanced technologies of yesteryear. It is believed that it was created to eliminate intruders, but now that the creators are gone, it is randomly attacking people.
Killing Machine (CR 16)
N Gargantuan Construct (Machina)
Init +6; Senses Darkvision 120 ft., low-light vision, superior optics; Perception +24
AC 31, touch 9, flat-footed 28 (+2 dex, +1 dodge, +22 natural, -4 size)
hp 182 (20d10+60), Force Field (100 hp, fast healing 20)
Fort +8, Ref +8, Will +7
Hardness 15; Immune Construct traits
Weakness Critical hits and Lightning
During Combat The killing machine will start by using Rockets if really far away from it’s targets or Chain Guns/Plasma Lance if semi-far away. It will keep using Chain Guns until its foes get within 40 feet. If there is a group of foes within range, it will use Suppressing Fire. Sometimes it will use Booster Jets to get an advantage for shooting off more Rockets at it’s foes.
Speed 50 ft., Climb 30 ft.; Booster Jets
Melee 2 Claws +28 (2d6+12/19-20)
Ranged 2 Integrated Chain Guns +19 (8d6/x4)
Space 20 ft.; Reach 20 ft.
Special Attacks Combined Arms, Plasma Lance, Rockets, Suppressing Fire
Str 34, Dex 15, Con -, Int 16, Wis 13, Cha 1
Base Atk +20; CMB +36; CMD 48 (56 vs. trip)
Feats Combat Expertise, Combat Reflexes, Deadly Aim, Dodge, Great Fortitude, Improved Critical (Claw), Improved Initiative, Mobility, Skill Focus (Acrobatics), Weapon Focus (chain gun)
Skills Acrobatics +28 (+36 when jumping), Climb +20, Intimidate +15, Perception +24, Sense Motive +24
Languages Common, + three more
Booster Jets (Su)
As a swift action up to 10 times per hour, a killing machine can gain a fly speed of 60 feet (poor maneuverability) for a duration of 1 minute.
Chain Guns (Ex)
These advanced firearms have a range increment of 200 feet, automatically reload as a free action, and never misfire. A killing machine’s core can process scrap metal into new ammunition, effectively giving killing machine infinite ammo with these weapons. Integrated ranged weapons do not provoke attacks of opportunity when fired in melee combat.
Combined Arms (Su)
When taking a full attack action, a killing machine can attack with melee and ranged integrated weapons simultaneously.
Plasma Lance (Ex)
As a standard action once every 4 rounds, a killing machine may fire a 120-foot-long line of plasma from its face plates. All creatures in this area take 20d6 points of plasma damage [half fire and half lightning] (Reflex DC 23 halves). The save DC is Intelligence-based.
Force Field (Ex)
A killing machine is sheathed in a thin layer of shimmering energy that grants it 100 bonus hit points. All damage dealt to a killing machine with an active force field is reduced from these hit points first. As long as the force field is active, the killing machine is immune to critical hits. A killing machine’s force field has fast healing 20, but once its hit points are reduced to 0, the force field shuts down and does not reactivate for 24 hours.
As a standard action, a killing machine can fire a rocket to a range of 800 feet. A rocket explodes on impact in a 30- foot-radius burst, dealing 6d6 points of fire damage and 6d6 points of bludgeoning damage to all creatures in the area (Reflex DC 23 halves). A killing machine carries a maximum of five rockets. Its core can replenish fired rockets at the rate of one per 6 hours, crafting new rockets from scrap metal and other collected components used in the construction process. The save DC is Intelligence-based.
Suppressing Fire (Ex)
As a standard action, a killing machine can use its chain guns to fire in a 100-foot cone. When it does so, it makes a single chain gun attack against every target in this area.
Superior Optics (Ex)
Killing machine can see invisible creatures and objects as if they were visible.