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
mechanicaltechnologicaltrap
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

Ranged Integrated Chain Gun +15/+10/+5 (range 200 ft.)(fatal d8)
Damage: 4d6 piercing

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)

Traits

Technological