Elder Gear Gazer

Elder Gear Gazer

Gear gazer

N Colossal construct

Init +0; Senses all-around vision, darkvision 1000 ft., low-light vision, superior optics; Perception +14

Aura grandeur (30 ft.)

Defense

AC 52, touch 7, flat-footed 52 (+5 deflection, +45 natural, -8 size)

hp 780 (40d10+380)

Fort +18, Ref +18, Will +32

Defensive Abilities absolute readiness, clockwork construct traits, freedom of movement, hardness 30, immortal structure, ray deflection, reflected light; Immune construct traits, sleep; Resist adaptive 40; SR 40

Weaknesses fall to pieces, vulnerability to water

Offense

Speed burrow 5 ft., fly 200 ft. (poor)

Ranged horacalcum plasmathrower +84/+79/+74/+69 (16d6+99 electricity and fire/19-20) or


 * horacalcum x-laser +84/+79/+74/+69 (16d6+99 fire/×4) or


 * reinforced viridium atom gun +82/+77/+72/+67 (special (see text)) or


 * siccatite (cold) zero cannon +82/+77/+72/+67 (12d6+99 cold) or


 * energy ray +82 (8d8+91 plus death strike)

Space 30 ft.; Reach 30 ft.

Special Attacks blinding flash, death strike (DC 44), fear ray (DC 44), obliteration beam (pilot dc 60)

Statistics

Str 42, Dex —, Con —, Int —, Wis 38, Cha —

Base Atk +40; CMB +114; CMD 79 (can't be tripped)

Skills Fly -12, Intimidate +2

Other Gear horacalcum plasmathrower, horacalcum x-laser, reinforced viridium atom gun, siccatite (cold) zero cannon

Special Abilities

Absolute Readiness (Ex) Never surprised or flat footed, and treats surprise rds as a normal rd.

Adaptive Resistance (40) (Su) Whenever a gear gazer is damaged by an elemental attack, it gains the adaptive resistance listed against that element for a number of rounds equal to its Wisdom modifier.

All-Around Vision (Ex) You can see in all directions and cannot be flanked.

Blinding Flash (DC 30) (Su) As a full rd action while on the ground, all in 100 ft are staggered d6 rds & blind permanenetly (Fort part)

Burrow (5 feet) You have a Burrow speed.

Clockwork Construct Traits (Ex) As constructs, gearforged possess no Constitution scores and are immune to disease, poison, magical sleep effects, enchantment effects, paralysis, and effects that require a Fortitude save (unless those effects can also affect objects). They cannot b

Construct Traits (+80 HP) Constructs have many immunities.

Darkvision (1000 feet) You can see in the dark (black and white only).

Death Strike (Energy Ray x2, DC 44) (Su) Auto confirm all threats. Foe damaged by crit instantly die (Fort neg).

Fall to Pieces (Ex) If take more than 25% max hp in dam in 1 blow, random system breaks.

Fear Ray (Su) These effects usually work like the fear spell. If a fear effect allows a saving throw, it is a Will save (DC 10 + 1/2 the fearsome creature's racial HD + the creature's Wis modifier; the exact DC is given in the creature's descriptive text).

Fly (200 feet, Poor) You can fly!

Freedom of Movement (Ex) Constant effect and cannot be dispelled.

Grandeur (30 feet) (Su) Allies in range gain +2 morale bonus to att, saves and skills.

Hardness 30 Subtract Hardness from damage done.

Immortal Structure (Ex) Goes inert if reduced to 0 HP. Cannot be destroyed, except as in artifact description.

Immunity to Ability Damage Immunity to ability damage

Immunity to Ability Drain Immunity to ability drain

Immunity to Bleed You are immune to bleed.

Immunity to Death and Necromancy effects You are immune to Death and Necromancy effects.

Immunity to Disease You are immune to diseases.

Immunity to Energy Drain Immune to energy drain

Immunity to Exhausted You are immune to the exhausted condition.

Immunity to Fatigue You are immune to the fatigued condition.

Immunity to Magic Sleep You are immune to magic sleep effects.

Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.

Immunity to Nonlethal Damage You are immune to Nonlethal Damage

Immunity to Paralysis You are immune to paralysis.

Immunity to Poison You are immune to poison.

Immunity to Sleep You are immune to sleep effects.

Immunity to Stunning You are immune to being stunned.

Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.

Obliteration Beam (Pilot DC 60, 3/day, DC 56) (Ex) When executed, the Gear Gazer requires a full round to charge up. Upon the next round it fires at the targeted square by making a ranged touch attack, even if the initial target moved. Any creature in that square takes 64d6 points of force damage. An

Ray Deflection (Su) Rays & magic missiles are negated. 30% chance reflected back onto caster.

Reflected Light (Ex) Can't be blinded or dazzled by bright light or patterns.

Spell Resistance (40) You have Spell Resistance.

Superior Optics (Ex) The robot can see invisible creatures or objects as if they were visible.

Vulnerability to Water (Ex) Unless otherwise noted in the creature's description, a water-based effect or spell deals 1d12 points of damage per spell level to a creature with this subtype, unless otherwise noted (in either the monster 's description or the spell description).