Malfunctioning Annihilator
Level 5Hazard (Complex)HazardUniqueMediumLegacy
AC 25
HP 50 (BT 25)
Speed 0 ft.
Fort +15
Ref +9
Will +0
Perc +0
Size Medium
Unique
Complex Hazard
Stealth +13
Disable DC 26 thievery (expert) to successfully disable the annihilator at the control box on the northwest ledge, DC 23 thievery (trained) or DC 18 engineering-lore 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 require first getting on top of the immobilized annihilator, which counts as difficult terrain. All attempts take 2 actions.
Recall Knowledge arcana DC 30
Attacks
Abilities
Plasma Lance◆◆
The scorpion-like tail of the annihilator projects a 80-foot line of burning plasma. Creatures in the area take 6d6 fire damage (DC 26 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 50 (BT 25) per integrated chain gun
Plasma Lance Hardness 10, Plasma Lance HP 26 (BT 13)