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Starfinder: Sectopod

Sectopod.jpg

One of the most powerful Robotic units in the Xcom universe.

The Andromedon is an alien that has been permanently melded into what is essentially a suit of powered armor. It contains all the nutrients required to keep the alien ‘pilot’ alive. This makes the creature exceedingly tough and hearty, able to not only withstand a great deal of punishment, but dish it out.

Up close, the suit can deliver a powerful punch attack, or it can simply choose to run straight through enemy combatants, inflicting heavy damage. It also comes with heavy plasma cannon, which it can use with pinpoint accuracy.

Typically once the alien pilot is killed, one would think that this would be the end of the creature. That is not the case. The suit, upon sensing the death of its rider, takes control and will continue to fight, albeit at a lesser effectiveness. It can still attempt to trample, and it can punch, but that is the extent of its combative effectiveness. The only real advantage it possesses is that it leaves a trail of the nutrient and coolant solution that was used to keep the pilot alive, and this is toxic to any organic creature that it comes in contact with.

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Starfinder Creature Index

Chris Van Deelen is the creator and contributor to over half of the Wisdom from the Wastelands series, contributor to the Swords of Kos: Hekaton anthology, and the recently released 'Swords of Kos: The Rite'. He also wrote Creatures of the Tropical Wastelands, and 100 Oddities found in a Car. As prolific as he is, Chris Van Deelen continues to write and produce material which will be in publication soon. Not only is he a prolific content creator, he also has a wide selection of fiction and stories! If you like his work, please follow his personal author page on Facebook and on Twitter to keep up with his latest news and game content.

Andromeda Combatant CR 13 XP 25,600

Lawful evil large monstrous humanoid

Init +4; Senses: Darkvision 60 ft.; Perception +23

 

Defense                                                             HP 250

EAC: 27; KAC: 29

Fort: +15; Ref: +17; Will: +14

Defensive Abilities: DR 13 / Piercing; Immunities: Acid, fire, poison

 

Offense

Speed: 30 ft.

Melee: Punch +24 (3d12+21 B Crit knockdown)

Ranged: Heavy plasma cannon Mk 3 +27 (5d10+13 E&F Crit burn 5d6)

Space: 10 ft., Reach: 10 ft.

Offensive Abilities: Acid bomb, trample (3d12+21 B)

 

Statistics

Str +8; Dex +4; Con +6; Int +0; Wis +0; Cha +0

Skills: Athletics +28, intimidate +23

Other Abilities: Coolant trail

Languages: Common

 

Ecology

Environment: Any

Organization: Solitary or pairs

 

Special Abilities

Special Abilities

Acid Bomb (Ex): Once per day, as a standard action, the Andromedon can fire a globe of highly caustic acid at any target within 100 feet (line of sight). The acid bomb has a burst radius of 20 feet and anything caught in the area of effect must make a Ref save (DC 19) or suffer 5d10 points of acid damage, a successful reduces the damage by half. To make matters worse, the acid will remain in the 20 foot area for 2d4 rounds, and anyone moving through the area will automatically suffer the damage (save for half). If someone even with the evasion ability consciously moves through the area, they do not gain the benefit of the evasion.

Coolant Trail (Ex): When the Andromedon is destroyed, every time it moves it leaves a trail of toxic coolant behind it. This trial is 10 ft. wide and will remain in effect for 3 rounds. Anyone moving through the trail will automatically suffer 3d10 points of acid damage unless a Ref save (DC 19) succeeds. Note that if the suit tramples, any target it attempted to run over is automatically subjected to this effect.

Mechanical resurrection (Su): When the Andromedon is reduced to zero hit points, the alien dies, but the suit automatically takes control and can move on its own on its next round. The suit has only 100 hit points, and it can only make a punch attack, at a -4 to hit. Furthermore, both EAC and KAC are reduced by 4 each, and it is considered to be mindless. Lastly its initiative drops to +0, although It still retains its normal DR and immunities. However, the suit does leak the special cooling and nutrient fluids that the alien needed to survive, and as such it leaves a coolant trail behind it wherever it moves.

Trample (Ex): As a full-round action, the Andromedon can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The creature merely has to move over the opponents in its path. The Andromedon does not need to make an attack roll; each creature whose space it moves through takes damage. A target of a trample can make a REF save (DC 19) for half damage. If it attempts the save, it can’t make an attack of opportunity against the trampling Andromedon due to the creature’s movement. The creature can deal trample damage to a given target only once per round.

Archon Combatant CR 12 XP 19,200

Neutral medium construct (technological)

Init +10; Senses: Darkvision 60 ft., low-light vision 60 ft.; Perception +22

 

Defense                                                             HP 200

EAC: 26; KAC: 28

Fort: +12; Ref: +12; Will: +9

Defensive Abilities: Battle frenzy; Immunities: Construct immunities, unliving

 

Offense

Speed: 60 ft. (fly, good)

Melee: Archon Battle Staff +26 (3d10+17 E&F Crit burn 3d4)

Ranged: Archon Battle Staff Plasma blast +22 (3d10+12 E&F Crit burn 3d4)

Space: 5 ft., Reach: 10 ft.

Offensive Abilities: Blazing pinions

 

Statistics

Str +5; Dex +10; Con -; Int +2; Wis +0; Cha +0

Skills: Acrobatics +27, intimidate +22 (+32 if terror roar used)

Feats: Improved combat maneuver (grapple), lunge

Other Abilities: Terror roar

Languages: Common

 

Ecology

Environment: Any

Organization: Solitary or pairs

 

Special Abilities

Battle Frenzy (Ex): As soon as the Archon has sustained damage, it will enter a battle frenzy. This lasts for 2 rounds, and during this period it gains an additional standard action. If it takes damage while under this effect, it does not prolong the duration, but it can be gained again once the duration has worn off, all that is required is that the Archon takes damage from any source.

Blazing pinions (Ex): This ability can only be used if the Archon uses its maximum movement rate to fly straight up in the air. It then will automatically target up to 6 enemy units. On its next round, it will unleash a powerful area effect attack at all the targets. Each attack will affect a 20 ft. radius, and anyone caught in the area of effect is allowed a REF save (DC 19) or suffer 6d6+12 Fire damage. A save reduces the damage to half. It can only do this once every 24 hours. This can be used at any target that is within a 100 ft. radius of the flying Archon.

Terror Roar (Su): As a swift action, the Archon can use a terrifying roar against a single target. The target is allowed a Will save (DC 19) and if the save fails, the target is shaken for 1d4 rounds. It can use this once per round, and once a target has made the save or the effect has ended, they are immune to the roar effect for 24 hours. Finally even if the target saves, the Archon gains a +10 circumstance bonus to intimidate checks on the next round.

 

Archon Battle Staff (Advanced Two handed Melee Weapon)

Name

Level

Price

Damage

Critical

Bulk

Special

ABS Basic

4

2,200

2d4 E&F

Burn 1d4

1

Block, disarm, powered (capacity 40 use 1), range 60 ft.

ABS Beginner

8

12,000

3d6 E&F

Burn 2d4

1

Block, disarm, powered (capacity 80 use 1), range 80 ft.

ABS Intermediate

12

37,000

3d10 E&F

Burn 3d4

1

Block, disarm, powered (capacity 80 use 1), range 100 ft.

ABS Advanced

16

175,000

10d6 E&F

Burn 10d4

1

Block, disarm, powered (capacity 100 use 1), range 100 ft.

ABS Master

20

950,000

14d8 E&F

Burn 14d4

1

Block, disarm, powered (capacity 100 use 1), range 120 ft.

 

Spectre Combatant CR 7 XP 3,200

Neutral medium construct (technological)

Init +9; Senses: Darkvision 60 ft., low-light vision 60 ft.; Perception +14

 

Defense                                                             HP 105

EAC: 19; KAC: 21

Fort: +7; Ref: +7; Will: +4

Defensive Abilities: Horrifying Heal, no you don’t, vanish; Immunities: Construct immunities, unliving

Weakness: Electrical vulnerability

 

Offense

Speed: 50 ft.

Melee: Punch +15 (2d6+11 B)

Ranged: Light Plasma Rifle Mk 5 +18 (2d8+7 E&F Crit burn 1d8)

Space: 5 ft., Reach: 5 ft.

Offensive Abilities: shadow bind

 

Statistics

Str +4; Dex +5; Con -; Int +0; Wis +0; Cha +0

Skills: Acrobatics +14, stealth +19

Feats: Improved initiative, lightning reflexes

Languages: Common

 

Ecology

Environment: Any

Organization: Solitary, pairs, trio’s

 

Special Abilities

Electrical Vulnerability (Ex): The Spectre is actually quite vulnerable to the effects of electricity and EMP. As a result, it takes an additional 2 points of damage per dice, and any saves involved are at a -4.

Horrifying Heal (Su): The Spectre, as a standard action, is able to send a small swarm of nanites after a single target within 60 ft. This is a ranged attack, and if it hits, inflicts 2d8+7 Acid damage. The Spectre automatically heals the same amount of damage and the target must make a Will save (DC 15) or become frightened for 1d3 rounds. The Spectre can use this ability once every second round.

No you don’t (Ex): The Spectre can cause the first ranged attack aimed at it to automatically miss every round.

Shadow Bind (Su): When the Spectre physically touches another creature, it is allowed a Will save (DC 18). If it fails, the target is rendered unconscious.  A perfect clone of the target is created out of nanites controlled by the Spectre. This clone has the overall physical shape of the original target, but appears to be a obsidian black, which looks like it is constantly wafting black vapor. The clone has all the abilities and weapons the original possesses, and is under full control of the Spectre.  This will last for 12 rounds, and then the swarm will dissipate, returning to the Spectre which created it. The Spectre does not need to concentrate to control it. The Nanite swarm is vulnerable to electrical attacks (just like the creator), and when it is destroyed, the victim will awaken. The Spectre can use the ability once per day, only if the ability is activated (the target fails the save). It should be noted that the target cannot be woken from its condition until after the Nanite swarm has been destroyed.

Vanish (Su): As a swift action, the Spectre can become fully invisible (as per the spell). It can maintain this indefinitely and can be used at will.

 

Codex Combatant CR 6 XP 2,400

Neutral medium construct (technological)

Init + 5; Senses: Darkvision 60 ft., low-light vision 60 ft.; Perception +13

 

Defense                                                             HP 90

EAC: 18; KAC: 20

Fort: +6; Ref: +6; Will: +3

Defensive Abilities: Damage cloning; Immunities: Construct immunities, unliving

Weakness: Electrical vulnerability

 

Offense

Speed: 40 ft.

Melee: Zudjari mono-edge combat blade Mk 3 +14 (2d4+9 S Crit wound), or touch +14 (1d4+9 E Crit stun)

Ranged: Light plasma rifle Mk 3 +17 (2d6+6 E&F Crit burn 1d6)

Space: 5 ft., Reach: 5 ft.

Offensive Abilities: Nanite swarm

 

Statistics

Str +2; Dex +5; Con -; Int +1; Wis +1; Cha +1

Skills: Acrobatics +18, athletics +13, stealth +13

Other Abilities: Teleportation

Languages: Common

 

Ecology

Environment: Any

Organization: Solitary, pairs, trios, small groups (1d4+3)

 

Special Abilities

Damage Cloning (Su): Whenever the unit is struck by damage in combat, it will immediately make a duplicate of itself. It can only do this once per combat, and the clones cannot clone themselves. EAC and KAC remain the same, but both melee and ranged attacks suffer a -4 to hit, and hit points remaining after taking damage are divided evenly between the two. Strangely enough, the clone retains the weapons the original was using, but when the clone is destroyed, the weapons it cloned likewise are destroyed. Note that any clone created will appear randomly. To determine this, roll 1d8. This determines the direction (1=N, 2=NE, 3=E, 4=SE, 5=S, 6=SW, 7=W, 8=NW), and then roll 1d10 and multiply by 10 ft. If this means that the clone will appear in a wall, vacuum, or any such dangerous location, simply reroll the distance, or place it as close to the rolled location that is safe.

Electrical Vulnerability (Ex): Being constructed of nanites, the Codex is actually quite vulnerable to the effects of electricity and EMP. As a result, it takes an additional 2 points of damage per dice, and any saves involved are at a -4.

Nanite Swarm (Ex): As a full round action, the Codex can choose to use a portion of its nanites to attack all the weapons a unit is carrying. This creates a swarm of active nanites 10 feet in diameter. The target has to be within line of sight and within 75 feet. Anything caught in the swarm that is using non-archaic weapons are subject to attack by the nanites. The items are allowed a Fort save (DC 14). If the save fails, the item is rendered non-functional. This can easily be remedied however, by the user making a successful engineering roll (DC 14). If the user does not have engineering, then the weapon cannot be used until someone with the engineering skill can re-activate it. The Codex can only generate a swarm like this once every 24 hours.

Teleportation (Su): As a movement action, the Codex is capable of teleporting to any location that is in its line of sight, and within 300 feet of its current location. It can use this ability once every 2 rounds.

 

Faceless Expert CR 5 XP 1,600

Lawful evil medium humanoid

Init +2; Senses: Low light vision 60 ft.; Perception +16

 

Defense                                                             HP 65

EAC: 17; KAC: 18

Fort: +6; Ref: +4; Will: +8

Defensive Abilities: Regeneration 5; Immunities: Blunt, poison

 

Offense

Speed: 30 ft.

Melee: Claws +12 (1d8+10 S Crit bleed 1d4)

Space: 5 ft., Reach: 5 ft.

Offensive Abilities: Shockwave

 

Statistics

Str +5; Dex +2; Con +3; Int +0; Wis +0; Cha +0

Skills: bluff +16, disguise +16 (+26), intimidate +11, stealth +11

Feats: Cleave, great cleave, step-up, step-up and strike

Other Abilities: Shapeshift

Languages: Common

 

Ecology

Environment: Any

Organization: Solitary, pairs, small groups (1d6+2)

 

Special Abilities

Regeneration (Ex):  Thanks due to the composition of these creatures cellular structure; these creatures are able to regenerate 5 hit points of damage per round.  Fire and Acid damage cannot be regenerated.

Shapeshift (Su): As a full round action, the creature can change from either form to the other. It can shift to match the physical appearance of any humanoid, gaining a +10 to disguise, or it can shift back into its natural form. It can do this any time it wishes.

Shockwave (Su): The creature is capable of slamming its fists into the ground, causing a powerful shockwave to emanate from its location. It has a radius of 15 ft., and all targets in the radius will suffer 1d8+5 points of damage, and must make a Ref save (DC 15) or be knocked prone. This is a standard action, and they can use this ability at will.

 

Ethereal Robes (Light Armor)

Model

Level

Price

EAC

KAC

Max Dex

AC Penalty

Speed Adjust

Upgrade slots

Bulk

Commander

12

37,200

+10

+13

+5

-

-

2

L

Elder

15

101,800

+17

+19

+6

-

-

3

L

Overlord

17

258,300

+19

+21

+7

-

-

4

L

Supreme

20

888,300

+21

+23

+8

-

-

5

L

 

Seeker Combatant CR 3 XP 800

Neutral medium construct (technological)

Init + 4; Senses: Darkvision 60 ft., low-light vision 60 ft.; Perception +8

 

Defense                                                             HP 40

EAC: 14; KAC: 16

Fort: +3; Ref: +3; Will: +0

Defensive Abilities: Evasion, Invisibility cloak; Immunities: Construct immunities, unliving

 

Offense

Speed: 50 ft. (fly, average)

Melee: Tentacle bash +13 (1d6+6 B) or up to 4 tentacle bashes +10 (1d6+6 B)

Ranged: Plasma Pistol Ver. 2 +9 (1d6+3 E&F)

Space: 5 ft., Reach: 15 ft.

Offensive Abilities: Strangulation

 

Statistics

Str +3; Dex +4; Con -; Int +0; Wis +0; Cha +0

Skills: Acrobatics +8, stealth +13

Feats: Improved combat maneuver (grapple), improved initiative, multi-weapon fighting, weapon focus (tentacle)

Languages: None

 

Ecology

Environment: Any

Organization: Pairs

 

Special Abilities

Evasion (Ex): When the Seeker moves, it can choose to forgo its attack and gain a +4 to both EAC and KAC for that round, but as long as it is moving at full speed.

Invisibility Cloak (Su): As a swift action, the Seeker can bend light around it, becoming invisible. This also covers other spectrums, such as IR and Ultraviolet, so that it is invisible to almost all types of sensory input. When it uses this ability, the unit gains +20 to its stealth rolls. It can only use this for a limited time however – typically for a maximum of 6 rounds. For each round it uses this ability, it must let the ability ‘cool down’ for two rounds. It can use this ability with Evasion as well.

Strangulation (Ex): If the unit manages to wrap at least two tentacles around a target, it can choose to attempt to strangle the target. The victim is allowed a Fort saving throw (DC 15), and if it succeeds, then nothing happens. However, if it fails, the victim is exhausted for the next round. On the following round, the victim is allowed another saving throw, and if it fails, the victim is unconscious. Of course this is also a grapple action, and there is a good chance that the target will be able to break the grapple. Once unconscious, on the next round, the victim is dying.

 

Mechtoid Powered Armor

Price: 17,250 Level: 5

EAC Bonus:  +8 KAC Bonus: +13

Max Dex Bonus: +3 Armor Check Penalty -2 Speed: 30 ft.

Strength: 18 (+4) Damage: 1d10 B

Weapon Slots: 2 Upgrade Slots: 3

Capacity: 40 Usage: 1 / hour

Size: Medium Bulk: 20

 

Ethereal Spellcaster CR 12 XP 19,200

Lawful evil medium humanoid

Init +5; Senses: Low light vision 60 ft.; Perception +27

 

Defense                                                             HP 140

EAC: 25; KAC: 28 (Commander Ethereal Robes)

Fort: +11; Ref: +11; Will: +19

Defensive Abilities: death scream, psionic reflection; Immunities: All mind-affecting effects

 

Offense

Speed: 30 ft.

Ranged: Light Plasma Rifle Mk 9 +21 (3d8+12 E&F Crit 2d8 burn)

Space: 5 ft., Reach: 5 ft.

Offensive Abilities: Constitution drain, mental control, mindflay, psionic bolt, psionic rift

 

Statistics

Str -2; Dex +5; Con -2; Int +7; Wis +3; Cha +2

Skills: Bluff +22, diplomacy +22, intimidate +27, sense motive +22

Feats: Antagonize, iron will

Languages: Common, mind link, telepathy

 

Ecology

Environment: Any

Organization: Solitary, pairs, trio’s.

 

Special Abilities

Constitution Drain (Su): By targeting a single enemy combatant, the Ethereal can drain it of its vitality and health. The target must be in its line of sight, and has to be within 100 feet. The enemy is then allowed a Fort save (DC 25) or it will suffer 1d6 points of temporary constitution damage. The Ethereal can use this once every 6 rounds.

Death Scream (Su): Upon death, the Ethereal unleashes a hellish psionic ‘scream’. This has a radius of 30 feet and anything caught in the area of effect must make a Will save (DC 25) or suffer 4d12+12 points of psionic damage.

Mental Control (Su): As a full round action, the Ethereal can target a single enemy combatant. The enemy is allowed a Will save (DC 25), and if it fails, it comes under the control of the Ethereal. This will last until a successful Will save is made, and each round on the Ethereal’s turn, it will act according to the Ethereal’s wishes. While using this ability, the Ethereal cannot act, except to move. If the controlled enemy is killed, there is no negative effect against the Ethereal. It can use this ability once per day.

Mindflay (Su): As a swift action, the Ethereal can target a single enemy. It is allowed a Will save (DC 25), and even if it succeeds, it takes 2d6+12 psionic damage. If it fails, the target is stunned for a single round, and for 1d4 rounds after that it takes a -4 penalty to all rolls (attack, saves, skill checks). The Ethereal can use this ability once every two rounds.

Mind Link (Su): As a standard action, the Ethereal can link its mind to any other allied alien within 100 ft. As a result, the linked alien gains +4 to hit, 12 additional hit points, and acts as if is under the haste spell. This lasts for 1 minute or until the original Ethereal is killed. If the Ethereal is slain, the linked alien dies instantly. There is no negative effect for the Ethereal if the linked alien is killed. The Ethereal can use this once per round.

Psionic Bolt (Su): The Ethereal is able to ‘shoot’ a bolt of pure psionic energy at any target within 100 feet. This bolt bypasses all barriers (including walls, terrain, windows - except force-fields). This will inflict 2d12+19 points of psionic damage. This is a ranged touch attack and requires a successful to hit roll against the targets EAC. The Ethereal has a +21 to hit chance. It can use this ability once per round as a standard action. 

Psionic Reflection (Su):  Instead of attacking, the Ethereal can respond to incoming attacks by putting up a shield of Psionic energy. This can be accomplished at any time, and the shield will withstand up to 100 points of damage (any type) before being rendered useless. If the shield is fired upon, the attack inflicts damage as normal, and then is reflected back to the attacker, using the attackers own attack bonus but at a -4. Furthermore the damage is reduced by 50% if it hits. The Ethereal can use this ability once per day.

Psionic Rift (Su): As a full round action, the Ethereal can cause rift of psionic energy to appear anywhere in its line of sight (up to 500 feet). This appears to be a black, swirling cloud of energy, and has a radius of 30 feet. Anything caught in the radius will suffer 8d8+12 points of psionic damage and suffers a temporary loss of 2d4 points of wisdom, unless a Will save (DC 25) is made. If it succeeds, the target suffers half damage, and there is no wisdom loss. The Ethereal can use this once every 24 hours.

Telepathy (Su): All Ethereals are capable of telepathy. They can use this with one another. If they attempt to use this on another race, or an unwilling subject, the target is allowed a Will save (DC 25) to refuse the mental link. 

 

Invisibility field generator (Hybrid) Level 4

Capacity 10, Usage 1

Cost 2,500

Slots 1, Bulk L

 

Zudjari Combatant CR 4 XP 1,200

Lawful evil medium humanoid (Zudjari)

Init +7; Senses: Low-light vision 60 ft.; Perception +10

 

Defense                                                             HP 50

EAC: 18; KAC: 18 (Zudjari Battle Dress Mk 1)

Fort: +6; Ref: +6; Will: +5

Immunities: Fear, paralysis, shaken, stun

Weakness: Poison vulnerability

 

Offense

Speed: 30 ft.

Melee: Mono-edged combat blade Mark 2 +10 (1d6+8 S) (soldier only)

Ranged: Corona serpent laser rifle +12 (2d6+4 F Crit burn 2d4) or frag grenade II (20 ft., 2d6+8 P), or Dual focus laser sniper rifle +14 (2d4+7 F Crit burn 1d4) (Sniper only)

Space: 5 ft., Reach: 5 ft.

Offensive Abilities: Grenade expert

 

Statistics

Str +3; Dex +3; Con +1; Int +2; Wis +0; Cha +0

Skills: Acrobatics +10, stealth +15 (+22 scout)

Feats: Improved initiative, weapon focus (long arms), or weapon focus (sniper weapons), skill focus (stealth – scouts only).

Other Abilities: Specialization

Languages: Common, Zudjari

 

Ecology

Environment: Any

Organization: Solitary (Scout, snipers), small squads (1d4+2), medium squads (2d6+4), assault squads (4d8+6)

 

Special Abilities

Grenade expert (Ex): Grenades in the hands of these aliens tend to be more powerful. The range of any grenade has its area of effect increased by 5 ft., and does additional damage equal to the grenades level.

Poison Vulnerability (Ex): When the Zudjari encounter poisons, they suffer a -2 to any saving throw.

Specialization (Ex): Depending on the role, the Zudjari gain a specialized bonus. Standard foot-soldiers gain a +1 to hit and damage with melee weapons, and gain a +3 bonus to hit instead of +2 when flanking. Scouts gain a +5 (on top of the skill focus), and if they attack while under stealth, they gain bonus damage equal to the weapon level. Finally Snipers do not suffer any range penalty, and likewise gain bonus damage equal to the weapon level. 

 

Zudjari Battle-Dress (Light Armor)

Model

Level

Price

EAC

KAC

Max Dex

AC Penalty

Speed Adjust

Upgrade slots

Bulk

Battle Dress Mk 1

4

1,600

+4

+6

+4

-

-

1

L

Battle Dress Mk 2

8

8,800

+8

+10

+4

-

-

2

L

Battle Dress Mk 3

12

36,000

+12

+14

+5

-

-

3

L

Battle Dress Mk 4

16

170,000

+18

+20

+5

-

-

4

L

Battle Dress Mk 5

20

890,000

+22

+24

+6

-

-

5

L

 

Mono-Edge Combat Blade (Advanced One handed Melee Weapon)

Name

Level

Price

Damage

Critical

Bulk

Special

MECB Mk 1

1

110

1d4 S

-

L

Analog, thrown (20 ft.)

MECB Mk 2

4

2,000

1d6 S

-

L

Analog, thrown (20 ft.)

MECB Mk 3

7

6,450

2d4 S

Wound

L

Analog, thrown (30 ft.)

MECB Mk 4

10

19,750

2d6 S

Wound

L

Analog, thrown (30 ft.)

MECB Mk 5

13

51,000

4d6 S

Severe wound

L

Analog, thrown (40 ft.)

MECB Mk 6

16

160,000

8d8 S

Severe wound

L

Analog, thrown (40 ft.)

MECB Mk 7

20

555,500

12d8 S

Severe wound

L

Analog, thrown (50 ft.)

 

Earthgov Flight suit (Light Armor)

Model

Level

Price

EAC

KAC

Max Dex

AC Penalty

Speed Adjust

Upgrade slots

Bulk

EG FS Mk 1

1

225

+0

+1

+6

-

-

0

L

EG FS Mk 2

4

1,950

+3

+4

+6

-

-

1

L

EG FS Mk 3

8

8,750

+8

+9

+7

-

-

1

L

EG FS Mk 4

12

37,750

+11

+12

+7

-

-

2

L

EG FS Mk 5

16

169,550

+18

+19

+8

-

-

3

L

EG FS Mk 6

20

895,250

+21

+22

+8

-

-

4

L

 

Sectopod Combatant CR 15 XP 51,200

Neutral huge construct (technological)

Init +5; Senses: Darkvision 60 ft., low-light vision 60 ft.; Perception +26

 

Defense                                                             HP 275

EAC: 29; KAC: 31

Fort: +15; Ref: +15; Will: +11

Defensive Abilities: DR 25 / -, resistance 15 / -, self-destruct; Immunities: Construct immunities, unliving

 

Offense

Speed: 40 ft.

Melee: 2 Stomps +21 (8d6+30 B Crit knockdown)

Ranged: Plasma Beam +26 (8d12+15 E&F Crit Burn 8d6) or two plasma beam shots +22 (8d12+15 E&F Crit Burn 8d6)

Space: 20 ft., Reach: 15 ft.

Offensive Abilities: Cluster bomb, sweeping beam, trample (8d8+30 B)

 

Statistics

Str +15; Dex +5; Con -; Int +1; Wis +0; Cha +0

Skills: Athletics +31, intimidate +26

Languages: Common

 

Ecology

Environment: Any

Organization: Solitary or pairs

 

Special Abilities

Cluster Bomb (Ex): As a Full round action, the Sectopod can unleash a barrage of explosives to any location it can see within 150 ft. The attack has a radius of 30 ft. and everything in the area of effect is allowed a Ref save (DC 21) or stake 5d10+15 points of fire damage as the bomblets explode. The Sectopod has enough ammunition to use this attack 5 times.

Self-Destruct (Ex): When the Sectopod reaches zero hit-points, it will automatically explode. This has a blast radius of 30 ft., and inflicts 6d12+15 Piercing damage. A Ref save (DC 21) for half damage

Sweeping Beam (Ex): If the Sectopod does not move during its round, instead of firing at a single target with its Plasma cannon, it will instead fire in a straight line. The Plasma beam becomes a cone 10 feet in diameter and has a range of 100 feet. Anything caught in the beam will be allowed a Ref save (DC 21) or take the listed damage.  

Trample (Ex): As a full-round action, the construct can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The Sectopod merely has to move over the opponents in its path. The construct does not need to make an attack roll; each creature whose space it moves through takes damage. A target of a trample can make a REF save (DC 21) for half damage. If it attempts the save, it can’t make an attack of opportunity against the trampling Sectopod due to the creature’s movement. The construct can deal trample damage to a given target only once per round.