DREADNAUGHT - CR 14

XP 38,400

NE Large quasi-dead (necroborg)

Init +0; Senses darkvision 60 ft.; Perception +25

DEFENSE                                                                        

HP 290: Edge 3

EAC 28; KAC 30

STR +21 CON +18; DEX +14; INT+14; EGO +14

Defensive abilities ferocity, 20% fortification, quasi-dead qualities; DR 5/-

Weaknesses dark matter vulnerability, necroplast dependent

OFFENSE

Speed 30 ft.

Melee Claw or Slam +28 (6d10+22 S/B)

Ranged Flying Claw +23 (4d8+14 P plus grab)

STATISTICS

Str +8; Dex +0; Con +0; Int +0; Wis +4; Cha +5

Skills Athletics +30, Acrobatics +25, Intimidate +25

Languages understands common

Other Abilities ageless, nanite repair

Gear Bodak’s eyes (necrograft), Injector unit

SPECIAL ABILITIES

Bodak’s Eyes The dreadnaught’s eyes have been grafted with a sickly white pupil less eye.  It can focus its death gaze on a target up to 60 ft. away as a standard action.  The target must make a Fortitude saving throw DC 19 or suffer 1d4 negative levels.  The death gaze is usable two times per day.

Ferocity (Ex) When the dreadnaught is brought to 0 Hit Points, it will fight on for 1 more round. The dreadnaught can act normally until the end of its next turn; if it has 0 HP at that point, it dies. If it would lose further Hit Points before this, it ceases to be able to act and dies.

Flying Claw Grab (EX) Each of the dreadnaught’s fists can be fired as a ranged attack up to 30 feet.  The fist is tethered to the dreadnaught by a nanochain of star metal nanites.  If the dreadnaught hits with its flying claw attack, it deals the normal damage. If the dreadnaught’s attack roll successfully hits the target’s KAC + 4, the dreadnaught also automatically grapples the foe as a free action. (If it hits the target’s KAC + 13, it grapples the target and repositions the target by dragging it up to 10 feet closer.) The dreadnaught can potentially grapple up to two targets with the flying claw ability. The dreadnaught can maintain the grab either with another successful grab attack or by performing the grapple combat maneuver normally.  If a flying claw attack misses the claw snaps back to the dreadnaught as part of its attack action.  The nanochain can be severed with a critical hit from a slashing weapon while grappling a target.  However, a dreadnaught can simply pick up a severed claw and the nanite chain reconnects instantly allowing the dreadnaught to attack normally the following round.

Injector Unit Each dreadnaught is equipped with an injection unit augmentation.  The injection unit contains; 2 units of speedstitch nanovirus, and 1 unit of the overdrive nanovirus.

Nanite Repair (Ex) A necroborg’s nanites heal it, restoring 1 Hit Point per hour. A dreadnaught can spend 1 Resolve Point as a full action to recover 7d8 Hit Points

ECOLOGY

Environment any

Organization hive

During its brutal transformation necroplast engorges the dreadnaughts body, cracking bones, stretching and tearing tendons and skin until its body doubles in size.  Nanites harden its leather-like and scarred flesh while reinforcing its bones in a starmetal lattice.  The lattice becomes so dense in its hands that its fists strike like sledgehammers.  All dreadnaughts are mute but understand their native language and any other spoken before their transformation.

Origin/Ancestry
Necroborg/Human
Lifespan
Unknown
Average Height

7-8 ft.

Average Weight

275 Lbs

Average Physique

Large, Body Builder

Body Tint, Colouring and Marking

Skin aged like leather transitioning to dark metallic starmetal highlights.


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