New Monster: Apotheosis Apparatus
Apotheosis Apparatus Level 5 Solo Controller
Large natural animate (construct) XP 1,000
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Initiative +3 Senses Perception +8; darkvision
Poison Foam Vapor (Poison); aura 2; while the apotheosis apparatus is bloodied, each creature that enters the aura or starts its turn there takes 5 poison damage.
HP 248; Bloodied 124
AC 23; Fortitude 22, Reflex 18, Will 18
Immune charm, disease, fear, poison, sleep; Resist 5 fire
Saving Throws +5
Speed 6
Action Points 2
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M Pincher Smash (standard; at-will)
Reach 2; +10 vs. AC; 1d6 + 4 damage and the target is pushed 2 squares.
m Select the Test Subject (minor; at-will)
Reach 2; +10 vs. AC; 1d10 + 4 damage and the target is grabbed (escape ends). The apotheosis apparatus can grab up to three targets.
m Encapsulate the Test Subject (standard, usable only when not bloodied; at-will) ✦ Poison
Reach 2; targets a medium or small creature grabbed by the apotheosis apparatus, +9 vs. Fortitude; the target is encapsulated within the apotheosis apparatus and is no longer grabbed. While encapsulated, the target is restrained and takes 10 poison damage at the start of the apotheosis apparatus’ turn. The encapsulated creature has line of effect only to the apotheosis apparatus, and only the apotheosis apparatus has line of effect to the target. Encapsulation does not affect line of sight. The encapsulated creature can make only melee or close attacks. The encapsulated creature can escape as part of a move action by succeeding on a DC 25 Athletics check to pry the metal iris open, or by dealing 20 points of damage to the apotheosis apparatus with an attack. Upon escaping, the creature appears prone in a random square adjacent to the apotheosis apparatus and is no longer encapsulated.
m Test the Chemical (minor, usable only when not bloodied; at-will) ✦ Poison
Targets an encapsulated creature that is not currently taking ongoing poison damage, +9 vs. Fortitude; the target takes ongoing 10 poison damage (save ends).
m Remove the Test Subject (immediate reaction, when an encapsulated target taking ongoing poison damage saves against the effect; at-will)
The target is no longer encapsulated, appears prone in a random square adjacent to the apotheosis apparatus, and the apotheosis apparatus makes a pincher smash attack against the target.
m Programming Malfunction (standard, usable only when bloodied; recharge 56)
The apotheosis apparatus shifts 6 squares and makes 3 pincher smash attacks at any point during its move. The apotheosis apparatus cannot attack a target more than once when using programming malfunction.
c Spinning Pincher Smash (standard, usable only when the apotheosis apparatus is not grabbing a target; recharge 56)
Close burst 2; +8 vs. AC; 1d6 + 4 damage and the target is pushed 2 squares.
c Poison Foam Explosion (free, when first bloodied and again when the apotheosis apparatus is reduced to 0 hit points) ✦ Poison
Close burst 2; +7 vs. Fortitude; 2d6 + 2 poison damage and the target takes ongoing 5 poison damage (save ends). Effect: A creature that is currently encapsulated appears prone in a random square adjacent to the apotheosis apparatus and is no longer encapsulated.
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Alignment Unaligned Languages Common
Skills Nature +8
Str 18 (+6) Dex 13 (+3) Wis 12 (+3)
Con 14 (+4) Int 10 (+2) Cha 9 (+1)
On paper, I think it will be an exciting solo fight but I would like to hear what you think. In the original module some gnomes built this to test their alchemically reproduced Sehan. When the PCs arrive the apparatus animates and tests the chemical on them. I kept that theme in my conversion (though I reskinned the gnomes to dwarves) while the apparatus is not bloodied. Once it becomes bloodied, the apparatus goes “berserk”, stops the chemical testing, and just starts smashing people around. I gave it a lot of push powers because I added my unstable machinery hazard to the encounter (which replaces the potential for a flood in the original module), so the push powers should help trigger the hazard.
New Hazard: Unstable Machinery
Unstable Machinery Level 6 Elite Blaster
Hazard XP 500
The alchemical machinery is damaged and begins to smoke and shoot sparks and flames.
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Hazard: The unstable machinery attacks each round on its initiative after it is triggered.
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Perception
✦ No check is necessary to notice the machinery.
Special: A character with the Alchemist feat automatically discovers the trigger for the hazard.
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Initiative +7
Trigger
The hazard activates and rolls initiative when a creature is moved into the machinery through forced movement or an effect includes the machinery in its target area.
Special: Once triggered, all squares adjacent to the unstable machinery are difficult terrain for the rest of the encounter.
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Attack
Standard Action
Special: The unstable machinery randomly makes two attacks from the list below. If there are no acceptable targets for an attack, the attack is lost.
1 – Fiery Explosion Close burst 3
Targets: All creatures in burst
Attack: +9 vs. Reflex
Hit: 1d6 + 2 fire damage and ongoing 5 fire damage (save ends)
2 – Smoke Cloud Close burst 3
Targets: All creatures in burst
Attack: +9 vs. Fortitude
Hit: 1d10 + 4 damage and the target is blinded (save ends)
3 – Spark Shower Close burst 3
Targets: All creatures in burst
Attack: +9 vs. Reflex
Hit: 1d10 + 4 lightning damage
4 – Poison Spray Close burst 3
Targets: All creatures in burst
Attack: +9 vs. Fortitude
Hit: 1d10 + 4 poison damage
5 – Flying Glass Close burst 5
Targets: One random creature in range
Attack: +11 vs. Reflex
Hit: 2d8 + 4 damage and the target is slowed (save ends)
6 – Entangling Machinery Melee 4
Targets: One random creature in range
Attack: +13 vs. AC
Hit: 1d10 + 4 damage and the target is pulled 3 squares and immobilized (save ends)
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Countermeasures
✦ A character can attack the machinery (AC 19, Fortitude 19, Reflex 12, Will 16; hp 112). Destroying the machinery stops its attacks.
✦ A character can engage in a combat skill challenge to deactivate the machinery. DC 21 Thievery. Requires 3 successes in 5 attempts. Success disables the machinery. Failure causes the machinery to immediately make one attack from the list above as a free action and the unstable machinery remains active.
I run skill challenges a little different than the book so you can ignore the 3 sucesses in 5 attempts point above. Given the map design and the size of the machinery, roughly 1/3 of the map can be affected by the machinery so it should come into play.