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After a bit of hiatus and a bunch of side adventures the PCs have entered the Divinity and started the final adventure of the Iron Gods Adventure Path as they seek to destroy UNITY.  First encounter is with a fully operation annihilator robot.  UNITY spoke to them as they entered the Divinity and in my best imitation of a Shodan voice said “You have thrived since we last met… and become unruly.  And now you seek to destroy me.  I will not allow it.”

I actually forgot to convert this robot so just converted on the spot and wrote this up after the adventure.  My players were unimpressed – being fresh level 17 at the time and flush with new magical items.  The following encounters would change that attitude quickly.  The funny thing with this encounter is when the monk landed the killing blow I had the robot blow up.  The monk dodged the attacked and with evasion took no damage but the poor sorceress who was way in the back took full damage.  Love the stories that emerge from this game.

Gargantuan construct (robot), unaligned

Armour Class 18 (skymetal armour plating)
Hit Points 250 (20d20 + 100), plus 80 hp force field 80
Speed 50 ft., climb 30 ft.; booster jets

Str 29 (+9)        Dex 14 (+2)       Con 20 (+5)
Int 10 (+0)         Wis 18 (+4)        Cha 10 (+0)

Saving Throws Str +14, Con +10, Wis +9, Cha +8
Skills Cybertheurgy +8, Athletics+ 14, History +8, Perception +9
Damage Resistances cold, fire; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t adamantine.
Damage Immunities necrotic, poison, and psychic
Damage Vulnerabilities lightening
Condition Immunities charmed, frightened, paralyses, petrified, poisoned, stunned
Senses Darkvision 60 ft., passive Perception 19
Languages Gothic
Challenge 16 (15,000 XP)

Gift of the Machine God. As a creature of technology an annihilator robot gains many damage and condition resistances and immunities but they are also susceptible to lightning attacks.

Booster Jets (Recharge 4-6). As a bonus action up to 10 times per hour, an annihilator robot can gain a fly speed of 60 feet for a duration of 1 minute. 

Combat Hardened. The annihilator’s advanced robotic frame provides a measure of protection against attacks. The annihilator has a damage threshold of 10. It reduces all damage per attack by 10.

Multiattack. The annihilator makes three attacks: two with its claws and one with its chain gun. It may also fire its plasma lance as a bonus action when available.

Claw. Melee Weapon Attack: +14 to hit, reach 20ft., one target.
Hit: 16 (2d6 + 9) piercing damage.

Chain Gun. Ranged Weapon Attack: +14 to hit, range 400 ft., one target.
Hit: 20 (2d10 + 9) ballistic (force and piercing) damage. On an 18+ a Suppressing Fire attack is triggered:

Suppressing Fire (On a natural 18+). As a bonus action, an annihilator can use its chain guns to fire in a 100-foot cone. When it does so, it makes a single chain gun attack against every target in this area.

Plasma Lance (Recharge 4-6). The annihilator may fire a 120-foot-long line of plasma from its tail. All creatures in this area take 42 (14d6) points of plasma damage (half fire, half electricity; DC 18 Dexterity halves).

During Combat The annihilator focuses its attacks on the foes that appear to be the most heavily armored.

Morale The annihilator fights until destroyed.

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  1. Pingback:From the Diary of Rikku the Thief: Iron Gods Session 35 | The Lazy Dungeon Master

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