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Mega Armor

Mega ArmorMagitek armor mark III made with the finest of materials also has rockets. This magitek armor comes with extra offensive and defensive capabilities than its previous models.

Mega Armor (CR 11)

XP 12,800
N Large Construct (Machina)
Init +6; Senses Darkvision 120 ft., low-light vision, superior optics; Perception +23


AC 25, touch 11, flat-footed 23 (+2 dex, +14 natural, -1 size)
hp 126 (15d10+30), Force Field (75 hp, fast healing 15)
Fort +10, Ref +12, Will +10
Hardness 10, resilient; Immune Construct traits
Weakness Critical hits and Lightning


Speed 30 ft.
Melee 2 Claws +22 (1d8+8)
Ranged Integrated Laser Rifle +16 touch (2d10 fire)
Space 10 ft.; Reach 10 ft.
Special Attacks Combined Arms, Magitek Barrier, Tek Laser, Rockets


Str 27, Dex 15, Con -, Int 15, Wis 14, Cha 1
Base Atk +15; CMB +24; CMD 36 (can’t be tripped)
Feats Alertness, Combat Reflexes, Deadly Aim, Great Fortitude, Improved Initiative, Lightning Reflexes, Point-Blank Shot, Precise Shot
Skills Climb +13, Perception +23, Sense Motive +19
Languages Common, + two more


Combined Arms (Ex)

As part of a full-attack action, a mega armor can attack with both melee and ranged integrated weapons.

Force Field (Ex)

A mega armor is sheathed in a thin layer of shimmering energy that grants it 75 bonus hit points. All damage dealt to a mega armor with an active force field is reduced from these hit points first. As long as the force field is active, the mega armor is immune to critical hits. A mega armor’s force field has fast healing 15, but once its hit points are reduced to 0, the force field shuts down and does not reactivate for 24 hours.

Integrated Laser Rifle (Ex)

A mega armor has a built-in laser rifle. This weapon has a range of 150 feet and deals 2d10 points of fire damage on a hit. The weapon can fire once per round as a ranged touch attack. A laser attack can pass through force fields and force effects, such as a wall of force, to strike a foe beyond without damaging that field. Objects like glass or other transparent barriers don’t provide cover from lasers, but unlike force barriers, a transparent physical barrier still takes damage when a laser passes through it. Invisible creatures and objects are immune to damage from lasers. Fog, smoke, and other clouds provide cover in addition to concealment from laser attacks. Darkness (magical or otherwise) has no effect on lasers other than providing concealment. Integrated ranged weapons do not provoke attacks of opportunity when fired in melee combat.

Magitek Barrier (Su)

A mega armor can put up a green barrier thereby gaining the effects of Protect and Reflect for 3 rounds. Blue mages may learn this ability as a 5th level spell (Knowledge: Engineering or Technology DC 25).

Rockets (Ex)

Once every 1d4 rounds and as a standard action, a mega armor 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 19 halves). A mega armor carries a maximum of five rockets. Its core can replenish fired rockets at the rate of one per 12 hours, crafting new rockets from scrap metal and other collected components used in the construction process. The save DC is Intelligence-based.

Resilient (Ex)

A mega armor receive a +3 racial bonus on all saving throws.

Superior Optics (Ex)

A mega armor see invisible creatures and objects as if they were visible.

Tek Laser (Su)

Once every 1d3 rounds and as a standard action, a mega armor can fire a blue blast from its chest in a 30-ft.-cone. All creatures caught within the area of effect take 5d8 points of non-elemental damage, a Reflex save (DC 16) for half damage. Those failing the Reflex save must make a Fortitude save (DC 16) or be stunned for 1d3 rounds. Blue mages may learn this ability as a 4th level spell (Knowledge: Engineering or Technology DC 23).