OMEGA HORROR
Large Construct
Hit Dice: 30d10+30 (195 hp) plus 100 hp force field
Initiative: +9
Speed: 20’, fly 120’
Armor Class: 45 (-1 size, +1 dex, +30 natural, +5 deflection), touch 14, flat-footed 44
Base Attack/Grapple:+15/+40
Attack: Tentacle slam +35 melee (3d6+11 plus 3d6 electricity)
Full Attack: 6 tentacle slams +35 melee (3d6+11 plus 3d6 electricity) and 4 blaster cannons +23 ranged touch (6d8 force) and 4 laser cannons +23 ranged touch (6d10 fire) and missile +23 ranged (10d8 piercing/slashing plus 10d6 fire)
Space/Reach: 10’/20’ (with tentacles)
Special Attacks: Blaster cannons, constrict 4d6+16 plus 3d6 electricity, guided weapons, laser cannons, missiles, shock, superior grab, superior multiweapon fighting
Special Qualities: DR 15/adamantine and epic, fast healing 10, force field, immunity to acid and electricity, radio link, resistance to cold 20, fire 20 and sonic 20
Saves: Fort +10, Ref +11, Will +17
Abilities: Str 33, Dex 12, Con -, Int 20, Wis 24, Cha 11
Skills: Climb +50, Hide +30, Knowledge (geography) +38, Listen +40, Move Silently +34, Search +38, Spot +40
Feats: Cleave, Combat Expertise, Dodge, Great Cleave, Improved Combat Expertise, Improved Disarm, Improved Initiative, Improved Sunder, Improved Trip, Mobility, Power Attack
Environment: Any
Organization: Solitary (sometimes leading other constructs)
Challenge Rating: 27
Treasure: None
Alignment: Always neutral
Advancement: 31-45 HD (large), 46-75 HD (huge), 76-90 HD (gargantuan), 91-120 HD (colossal)
Level Adjustment: -
A strange disc-shaped object, about 10’ in diameter, with a number of bizarre-looking appendages flies through the air. It is obviously made of some sort of dark metal. Tentacles writhe and strange, arcane-looking protrusions swivel about.
An omega horror is a flying beast of metal. It moves with incredible speed and precision and has a bewildering array of offensive weaponry and incredible defensive abilities. Omega horrors were designed by Master Control to be the ultimate weapon for destroying pesky adventurers with.
Combat
An omega horror is a terrifying opponent. Despite its small frame, it is capable of extruding an extremely dangerous combination of weapons, and due to its computer guidance it is capable of utilizing all its weapons simultaneously. It is also extremely adaptive, capable of learning and changing tactics as required.
Blaster Cannons (Ex): An omega horror is outfitted with two blaster cannons. These terrible weapons have a range increment of 200’ and deal 6d8 points of force damage. The horror can fire its blasters continuously for up to an hour before it has any maintenance issues.
Constrict (Ex): If an omega horror gets a hold with a tentacle attack, it can constrict each round thereafter on another successful grapple check.
Guided Weapons (Ex): The computers guiding an omega horror’s weapon systems react far more quickly than a human can, tracking and engaging targets with ruthless speed and efficiency. An omega horror gets a +4 competence bonus on initiative rolls and a +8 competence bonus on attack rolls.
Laser Cannons (Ex): An omega horror is outfitted with two laser cannons and enough spare parts to build a replacement for one. These weapons have a range increment of 1200’, but do only 3d10 points of fire damage outside of their first range increment. An omega horror can fire its laser cannons continuously for up to a week before having any maintenance issues; these are its ‘cheapest’ ranged weapons to use, when power is a consideration.
Missiles (Ex): The omega horror typically holds twelve missiles when fully munitioned. A missile will fly 120’ each round towards its chosen target, rolling to hit when it get within range. The missiles have good maneuverability. If a missile misses its target, it continues flying straight ahead until it either hits a solid object or creature in its path or until it runs out of fuel (after ten rounds of flight). A missile that hits a target inflicts 10d8 points of piercing/slashing damage and 10d6 points of fire damage to the target. All other creatures and unattended objects within 40’ of the impact point suffer the fire damage (though creatures receive a Ref save, 30, for half damage; the save DC is int-based).
Shock (Ex): The omega horror’s tentacles deal 3d6 points of electrical damage to any creature that they touch.
Superior Grab (Ex): Whenever an omega horror hits with a tentacle slam attack or makes a successful touch attack with a tentacle, it may make a free grapple check without provoking an attack of opportunity. It gains a +10 racial bonus on all grapple checks, and it is not considered grappled (though a single tentacle is busy and cannot take other actions while grappling its victim). Each round thereafter, the omega horror may constrict.
Superior Multiweapon Fighting (Ex): An omega horror may attack with all its weapons, both ranged and melee, at its full attack bonus (though it may only attack once with each per round under normal conditions). An omega horror’s ranged attacks do not trigger attacks of opportunity.
Force Field (Ex): An omega horror is shrouded by an invisible force field that must be penetrated before the omega horror itself can be damaged. The field provides a +5 deflection bonus to the horror’s AC (included in the stat block above) and deflects all damage until it is destroyed. The field itself has 100 hit points and is damaged only by acid, cold, electricity, fire and sonic attacks. If it is damaged it flares and becomes momentarily visible. It repairs itself at a rate of 10 hit points per round, but if destroyed, it will not regenerate for 24 hours. The force field can also be destroyed with a disintegrate spell or effect. If the force field is destroyed, the omega horror loses its deflection bonus.
Radio Link (Ex): An omega horror can communicate via radio with any other clockwork horrors within 100 miles.
Construction: The secrets of constructing the omega horrors are thankfully known only to Master Control.
Society: Omega horrors are the most deadly of horrors, capable of destroying entire towns with their armament single-handedly. They are usually reserved for ‘special’ situations that require their prodigious firepower.
Skills: An omega horror’s tentacles give it a +6 racial bonus to Climb checks.
ATTACK SWARM
Fine Construct (Swarm)
Hit Dice: 35d10 (192 hp)
Initiative: +14
Speed: Fly 90’ (perfect)
Armor Class: 44 (+8 size, +10 dex, +16 natural), touch 28, flat-footed 34
Base Attack/Grapple: +26/-
Attack: Swarm (5d12 plus 10d6 electricity)
Full Attack: Swarm (5d12 plus 10d6 electricity)
Space/Reach: 10’/0’
Special Attacks: Distract, electricity, improved swarm, penetration
Special Qualities: Blindsight 60’, construct, immunity to electricity, low-light vision, radiocommunication, resistance to cold 15 and fire 15, SR 29 swarm traits
Saves: Fort +11, Ref +21, Will +13
Abilities: Str 5, Dex 30, Con -, Int 6, Wis 15, Cha 10
Skills: Listen +23, Spot +23
Feats: Ability Focus (distract), Alertness, Great Fortitude, Improved Initiative, Improved Natural Armor(x6), Iron Will, Lightning Reflexes
Environment: Any land
Organization: Solitary, pair or attack wave (3-10)
Challenge Rating: 23
Treasure: None
Alignment: Always lawful neutral
Advancement: 36-70 HD
You see before you a massive cloud of glinting miniature insects the size of gnats. They appear to be made out of metal.
An attack swarm of clockwork horrors consists of a multitude of electrically charged mechanical gnats that are all equipped with deadly ripping appendages.
Combat:
Distraction (Ex): Any living creature vulnerable to an attack swarm’s swarm damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fort save, DC 29, negates this effect. Even after a successful save, spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills requiring patience and concentration requires a DC 20 Concentration check. The save DC is con-based.
Electricity (Ex): An attack swarm is charged with electricity. It deals 10d6 points of electric damage every time it deals swarm damage to a creature. Any creature attempting to attack it with a natural attack or a non-reach melee weapon suffers 4d6 hp of electrical damage in the attempt.
Improved Swarm (Ex): An attack swarm deals more damage than a normal swarm of its size.
Penetration (Ex): An attack swarm penetrates DR as if it were magic and adamantine.
Radiocommunication (Ex): An attack swarm can instantly and silently communicate with any other clockwork horrors within 10 miles.
Swarm Traits: Having no clear front or back, a swarm cannot be flanked. An attack swarm is not subject to weapon damage, nor can it be staggered, bull rushed, tripped or grappled. It is immune to any spell that targets a specific number of creatures, including single-target spells such as disintegrate. It takes half again as much damage from spells or effects that affect an area. It is susceptible to the effects of high winds.