Jury-Rigged Annihilator

Level 3Hazard (Complex)
HazardUniqueMediumLegacy
AC
22
HP
40 (BT 20)
Speed
0 ft.
Perception
+0
Fort
+12
Ref
+6
Will
+0
Stealth DC
10
Weaknesses electricity 5
Recall Knowledge DC 28 (arcana)

Attacks

Ranged Integrated Chain Gun +12 (fatal-d8), Damage 3d6 piercing

Abilities

Plasma Lance◆◆

The scorpion-like tail of the annihilator projects a 80-foot area of burning plasma.

Creatures in the area take 4d6 fire damage (DC 23 reflex). The annihilator can't use the plasma lance again for 1d4 rounds.

Disable DC 23 thievery (expert) to successfully disable the annihilator at the control box on the northwest ledge, DC 20 thievery (trained) or DC 15 engineering-lore (trained) to jam the mechanics of either of the two chain guns, or the "tail" mechanism where the plasma lance is mounted, preventing it from firing. Jamming the guns or tail requires first getting on top of the Immobilized annihilator, which counts as difficult terrain. All attempts take 2 actions.

A gargantuan scorpion-like robot, covered in signs of damage, has been bolted into the canyon's rock walls.


Integrated Chain Gun Hardness 10, HP 40 (BT 20) per integrated chain gun

Plasma Lance Hardness 10, Plasma Lance HP 20 (BT 10)