Jury-Rigged Annihilator
Level 3Hazard (Complex)HazardUniqueMediumLegacy
AC 22
HP 40 (BT 20)
Speed 0 ft.
Fort +12
Ref +6
Will +0
Perc +0
Size Medium
Unique
Complex Hazard
Stealth +10
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.
Weaknesses electricity 5
Recall Knowledge arcana DC 28
Attacks
Abilities
Plasma Lance◆◆
The scorpion-like tail of the annihilator projects a 80-foot line 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.
Description
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)