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Tunnel Armor

Cutting-edge technology and magic created this mystery machine. It maneuvers underground with its powerful drills. Formerly a piece of heavy machinery used for excavating in Dilmagia, it now has magic features widely believed to be added for the purpose of warfare.

Tunnel Armor (CR 7)

XP 3,200
N Large Construct (Machina)
Init +3; Senses Darkvision 120 ft., low-light vision, superior optics; Perception +13

DEFENSE

AC 22, touch 12, flat-footed 19 (+3 Dex, +10 natural, -1 size)
hp 85 [130] (10d10+30), force field (50 hp, fast healing 10)
Fort +8, Ref +9, Will +6
DR 5/adamantine, hardness 10, resilient; Immune construct traits
Weakness critical hits, lightning

OFFENSE

Speed 60 ft., burrow 40 ft.
Melee 2 integrated drills +15 (1d8+5)
Ranged integrated laser rifle +12 touch (2d8 fire)
Space 10 ft.; Reach 10 ft.
Special Attacks Combined Arms, Crystal Magic, Tek Laser

STATISTICS

Str 20, Dex 16, Con -, Int 15, Wis 11, Cha 5
Base Atk +10; CMB +16; CMD 29 (can’t be tripped)
Feats Acrobatic Steps, Great Fortitude, Nimble Moves, Power Attack, Weapon Focus (Drill)
Skills Acrobatics +6, Climb +13, Knowledge (engineering) +19, Knowledge (nature) +19, Perception +13, Sense Motive +13; Racial Modifiers +4 Knowledge (engineering), +4 Knowledge (nature)
Languages Common, + two more

SPECIAL ABILITIES

Crystal Magic (Su)

A tunnel armor’s crystal magic allows it to cast spells as if using a spell trigger magic item (CL 9th) without the use of MP. They cast 1st-level spells at will, 2nd-level spells 3 times per day, and 3rd level spells 1 time per day.

1st – Fire (DC 13), Poison (DC 13), Thunder (DC 13)
2nd – Fire II (DC 14), Thunder II (DC 14)
3rd – Bio (DC 15), Fire III (DC 15), Thunder III (DC 15)

Combined Arms (Ex)

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

Force Field (Ex)

A tunnel armor is sheathed in a thin layer of shimmering energy that grants it 50 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. A tunnel armor’s force field has fast healing 10, 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 tunnel armor 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)

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

Tek Laser (Su)

Once every 1d4 rounds and as a standard action, a tunnel 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 17) for half damage. Those failing the Reflex save must make a Fortitude save (DC 17) or be stunned for 1d3 rounds. Blue mages may learn this ability as a 4th level spell(DC 23).