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Warmech

WarmechThis is an ancient magitek construct built for war. Although no longer being built, they have been found in ancient ruins, still functional.

Warmech (CR 6)

XP 2,400
N Large Construct (Machina)
Init +0; Senses Darkvision 60 ft., low-light vision, superior optics; Perception +16

DEFENSE

AC 19, touch 9, flat-footed 19 (+10 natural, -1 size)
hp 77 (8d10+30), Force Field (40 hp, fast healing 8)
Fort +7, Ref +5, Will +5
Hardness 5, resilient; Immune Construct traits
Weakness Critical hits, Lightning, Water

OFFENSE

Speed 20 ft.
Melee 2 Claws +14 (1d8+7)
Ranged Integrated Laser Rifle +7 touch (2d8 fire)
Space 10 ft.; Reach 10 ft.
Special Attacks Megaton Punch, Tek Laser

STATISTICS

Str 25, Dex 11, Con -, Int 10, Wis 11, Cha 1
Base Atk +8; CMB +16; CMD 26 (can’t be tripped)
Feats Alertness, Combat Reflexes, Deadly Aim, Great Fortitude, Precise Shot
Skills Climb +6, Perception +16, Sense Motive +12
Languages Common + one more

SPECIAL ABILITIES

Force Field (Ex)

A warmech is sheathed in a thin layer of shimmering energy that grants it 40 bonus hit points. All damage dealt to a warmech with an active force field is reduced from these hit points first. As long as the force field is active, the warmech is immune to critical hits. A warmech’s force field has fast healing 8, 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 warmech has a built-in laser rifle. This weapon has a range of 150 feet and deals 2d8 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.

Megaton Punch (Ex)

As a standard action, a warmech launches both of its limbs at an opponent. If a successful hit, the creature takes 4d4+14 points of damage and the warmech can make a Bull Rush combat maneuver against the target it hits as a free action. A warmech using this attack is inflicted with a -2 penalty to AC for one round.

Resilient (Ex)

Warmech receive a +3 racial bonus on all saving throws.

Superior Optics (Ex)

Warmech see invisible creatures and objects as if they were visible.

Tek Laser (Su)

Once every 1d4 rounds and as a standard action, a warmech 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 14) for half damage. Those failing the Reflex save must make a Fortitude save (DC 14) or be stunned for 1d3 rounds. Blue mages may learn this ability as a 4th level spell (Knowledge: Engineering or Technology DC 23).