Malfunctioning Annihilator
Level 5Hazard (Complex)HazardUniqueMediumLegacy
AC
25
HP
50 (BT 25)
Speed
0 ft.
Perception
+0
Fort
+15
Ref
+9
Will
+0
Stealth DC
13
Recall Knowledge DC 30 (arcana)
Attacks
Ranged Integrated Chain Gun +15 (fatal-d8), Damage 4d6 piercing
Abilities
Plasma Lance◆◆
The scorpion-like tail of the annihilator projects a 80-foot area 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.
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.
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)