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A mechanical weapon made from a combination of ancient special techniques and magic power. It is a mysterious relic, having assaulted the Veritas. It uses its high spec drill to bore through the ground. It is heavily plated, and most attacks can hardly dent it.

Amalthea (CR 11)

XP 12,800
N Large Construct (Machina)
Init +8; Senses Darkvision 120 ft., low-light vision, superior optics; Perception +19


AC 27, touch 13, flat-footed 23 (+4 Dex, +14 natural, -1 size)
hp 112 [180] (15d10+30), force field (95 hp, fast healing 15)
Fort +10, Ref +14, Will +8
DR 10/adamantine, hardness 15, resilient; Immune construct traits; Resist Fire 15, Earth 10, Ice 10, Water 10
Weakness critical hits, lightning


Speed 60 ft., burrow 40 ft.
Melee 2 integrated drills +22 (1d8+7) or rotary saw +21 (2d6+7/x3)
Ranged integrated laser rifle +18 touch (2d8 fire)
Space 10 ft.; Reach 10 ft.
Special Attacks Combined Arms, Crystal Magic, Multicast, Tek Laser


Str 24, Dex 18, Con -, Int 16, Wis 12, Cha 5
Base Atk +15; CMB +23; CMD 33 (can’t be tripped)
Feats Acrobatic Steps, Cleave, Great Fortitude, Improved Initiative, Lightning Reflexes, Nimble Moves, Power Attack, Weapon Focus (Drill)
Skills Acrobatics +12, Climb +20, Disable Device +22, Knowledge (engineering) +24, Knowledge (nature) +24, Perception +19, Sense Motive +19; Racial Modifiers +4 Knowledge (engineering), +4 Knowledge (nature)
Languages Common, + three more


Crystal Magic (Su)

An amalthea’s crystal magic allows it to cast spells as if using a spell trigger magic item (CL 13th) without the use of MP. They cast 1st-level spells at will, 2nd-level spells 7 times per day, 3rd level spells 4 time per day, 4th level spells 2 times per day, and 5th level spells 1 time per day.

1st (DC 14) – Blizzard, Fire, Poison, Thunder
2nd (DC 15) – Blizzard II, Fire II, Thunder II
3rd (DC 16) – Blizzara, Blizzard III, Bio, Fira, Fire III, Thundara, Thunder III
4th (DC 17) – Blizzard IV, Fire IV, Poisonga, Thunder IV
5th (DC 18) – Biora, Blizzaga, Firaga, Poisonja, Thundaga

Combined Arms (Ex)

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

Force Field (Ex)

An amalthea is sheathed in a thin layer of shimmering energy that grants it 95 bonus hit points. All damage dealt to a tunnel armor with an active force field is reduced from these hit points first. As long as the force field is active, the tunnel armor is immune to critical hits. An amalthea’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 amalthea 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.

Multicast (Su)

As a standard action, an amalthea can release a burst of magic formed by the chaotic energies that hold it together. A series of 1d6 missiles are launched upon any enemies within 60 ft. of the amalthea’s choice, each one dealing 3d6 damage of a random element, determined by rolling a d6: 1 = fire, 2 = ice, 3 = wind, 4 = earth, 5 = lightning, 6 = water; a roll is required for each attack made. No more than three missiles can be made upon a single target. The missiles strike unerringly, even if the target is in melee combat, so long as it has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Objects are not damaged by the ability. Blue mages may learn this ability as a 5th-level spell (Knowledge: Engineering or Technology DC 25).

Resilient (Ex)

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

Tek Laser (Su)

Once every 1d4 rounds and as a standard action, an amalthea 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 20) for half damage. Those failing the Reflex save must make a Fortitude save (DC 20) or be stunned for 1d3 rounds. Blue mages may learn this ability as a 4th level spell(DC 23).