Rendalairn

Source: Alien Archive 3

CR: 25 XP: 1,638,400

N Colossal construct (magical)

Init.: +12 Senses:Perception: +46

Defense

HP: 700 RP: 8

EAC: 42 KAC: 44

Fort: +23 Ref: +23 Will: +19

Offense

Speed: 100 ft., burrow 50 ft., fly 100 ft. (Su, perfect)

Melee: lash +41 (18d10+40 S; critical severe wound [DC 28])

Ranged: disintegration ray +38 (13d10+25 A & So; critical corrode 4d6)

Offensive Abilities: demolisher, override, quake pulse, trample (18d10+40 B & S, DC 28)

Spell-like Abilties: (CL 25th)

Statistics

Str: +15 Dex: +12 Con:Wis: +8 Int: +5 Cha: +0

Skills: Acrobatics +41 (+49 to fly), Mysticism +41, Piloting +41

Languages: truespeech

Ecology

Environment: any

Organization: solitary

Special Abilities

<p><b>Comm (Ex)</b> A rendalairn can engage in wireless communications at system-wide range.<br/><br/> <b>Demolisher (Ex)</b> A rendalairn’s attacks and abilities treat any object’s hardness as if it were 30 points lower than it is.<br/><br/> <b>Disintegration Ray (Ex)</b> As a standard action, a rendalairn can fire its disintegration ray, which is a 120-foot line. Damage from this ray has the force descriptor.<br/><br/> <b>Juggernaut (Ex)</b> While a rendalairn takes a move action, or a full action to run or withdraw, any damage dealt to the rendalairn is halved.<br/><br/> <b>Juggernaut’s Resolve (Ex)</b> When a rendalairn is reduced to 0 Hit Points, as a reaction before being destroyed, it can spend 4 Resolve Points to appear to be destroyed but regain 75 Hit Points at the start of its next turn (including those from fast healing), at which point it becomes active again. Casting wish or miracle before the start of the rendalairn’s next turn can prevent the creature from revivifying.<br/><br/> <b>Life Siphon (Su)</b> While within 60 feet of a rendalairn, any creature reduced to 0 Hit Points dies on its turn unless it spends enough Resolve Points to stabilize. The rendalairn gains any Resolve Points spent in this way, as well as any Resolve Points a creature spends for staying in the fight while within 60 feet of the rendalairn.<br/><br/> <b>Override (Su)</b> As a swift action, a rendalairn can dictate the actions of one stunned technological construct during its next turn. At the start of the target’s next turn, it ceases being stunned and takes the dictated actions, which cannot be obviously self-destructive.<br/><br/> <b>Quake Pulse (Su)</b> Once every 3 rounds, as a standard action, a rendalairn can spend 1 Resolve Point to create a field of electromagnetic and low-frequency sonic energy that simulates seismic waves and disrupts technology. Creatures and objects within a 20-foot-radius spread of the rendalairn take 10d12+40 electricity and sonic damage (Fortitude DC 28 for half; objects carried or held by a creature that succeeds at this save also take half damage). This damage has the force descriptor. A creature that fails the saving throw is knocked prone. If a technological construct fails the save, the construct is also stunned for 2 rounds even if it is normally immune to being stunned. Unattended hybrid or technological objects in the area cease functioning for 2 rounds. Those worn or carried by a creature cease functioning only if the creature fails the saving throw, and then for only 1 round.</p>

Description