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Ganymede

A mysterious machine, the product of high technology and magic. In reality, it was the result of a combination of Dilmagia technology and Zoldaad military force. Equipped to the Invincible by the many Veritas, it is now used as an invasion weapon. Its lightened armor boasts high resistance making it able to linger around volcanic regions for long periods of time.

Ganymede (CR 9)

XP 6,400
N Large Construct (Machina)
Init +4; Senses Darkvision 120 ft., low-light vision, superior optics; Perception +17

DEFENSE

AC 25, touch 13, flat-footed 21 (+4 Dex, +12 natural, -1 size)
hp 101 [160] (13d10+30), force field (85 hp, fast healing 13)
Fort +9, Ref +13, Will +8
DR 5/adamantine, hardness 10, resilient; Immune construct traits; Resist Fire 10, Earth 5, Ice 5
Weakness critical hits, lightning

OFFENSE

Speed 60 ft., burrow 40 ft.
Melee 2 integrated drills +20 (1d8+6) or rotary saw +19 (2d6+6/x3)
Ranged integrated laser rifle +16 touch (2d8 fire)
Space 10 ft.; Reach 10 ft.
Special Attacks Combined Arms, Crystal Magic, Tek Laser

STATISTICS

Str 22, Dex 18, Con -, Int 15, Wis 12, Cha 5
Base Atk +13; CMB +20; CMD 30 (can’t be tripped)
Feats Acrobatic Steps, Cleave, Great Fortitude, Lightning Reflexes, Nimble Moves, Power Attack, Weapon Focus (Drill)
Skills Acrobatics +10, Climb +17, Knowledge (engineering) +22, Knowledge (nature) +22, Perception +17, Sense Motive +17; Racial Modifiers +4 Knowledge (engineering), +4 Knowledge (nature)
Languages Common, + two more

SPECIAL ABILITIES

Crystal Magic (Su)

A ganymede’s crystal magic allows it to cast spells as if using a spell trigger magic item (CL 11th) without the use of MP. They cast 1st-level spells at will, 2nd-level spells 5 times per day, 3rd level spells 3 time per day, and 4th level spells 1 time per day.

1st (DC 13) – Blizzard, Fire, Poison, Thunder
2nd (DC 14) – Blizzard II, Fire II, Thunder II
3rd (DC 15) – Blizzara, Blizzard III, Bio, Fira, Fire III, Thundara, Thunder III
4th (DC 16) – Blizzard IV, Fire IV, Thunder IV

Combined Arms (Ex)

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

Force Field (Ex)

A ganymede is sheathed in a thin layer of shimmering energy that grants it 85 bonus hit points. All damage dealt to a ganymede with an active force field is reduced from these hit points first. As long as the force field is active, the ganymede is immune to critical hits. A ganymede’s force field has fast healing 13, 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 ganymede 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.

Resilient (Ex)

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

Tek Laser (Su)

Once every 1d4 rounds and as a standard action, a ganymede 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 18) for half damage. Those failing the Reflex save must make a Fortitude save (DC 18) or be stunned for 1d3 rounds. Blue mages may learn this ability as a 4th level spell(DC 23).