Monster: Sieger Battlewrought

Battlewrought, Sieger

A hybrid of a bolthrower, a catapult, and a four-legged, armored giant, all composed of iron plates, timber logs, and stone blocks.

CR 14; XP 38,400

CN Huge Outsider (battlewrought, chaotic, extraplanar)
Init +8; Senses darkvision 60 ft., low-light vision; Perception +25

AC 29, touch 12, flat-footed 25 (+12 armor, +4 Dex, +5 natural, –2  size)
hp 211 (18d10+112); regeneration 10 (lawful)
Fort +17, Ref +17, Will +12
Defensive Abilities constructed, stability; DR 10/lawful; Resist acid 30, cold 30, electricity 30, fire 30


Speed 20 ft.
Melee 2 slams +23 (4d6+7)
Ranged heavy ballista +22 (4d8+1/17–20/×2), catapult +22 (6d6+1)
Space 15 ft.; Reach 15 ft.
Special Attacks barrage, exploding shell, natural siege weapons, piercing bolt, wall-breaker
Spell-Like Abilities (CL 18th, concentration +20)
Constant—magic siege engine, magic weapon
At will—make wholetrue strike
3/day—quickened make whole, quickened true strikesummon (level 7, 6 bolter battlewrought, 3 grunt battlewrought or 1 charger battlewrought)

Str 22, Dex 18, Con 18, Int 9, Wis 19, Cha 15
Base Atk +18; CMB +26; CMD 50 (54 vs. trip)
Feats Far Shot, Great Fortitude, Greater Vital Strike, Improved Critical Strike (heavy ballista), Improved Initiative, Improved Vital Strike, Iron Will, Lightning Reflexes, Master Siege Engineer, Point-Blank Shot, Precise Shot, Quicken Spell-Like Ability (make whole), Quicken Spell-Like Ability (true strike), Run, Siege Engineer, Target Of Opportunity, Vital Strike, Weapon Focus (catapult), Weapon Focus (heavy ballista)
Skills Intimidate +23, Knowledge (engineering) +20, Knowledge (planes) +20, Perception +25, Profession (soldier) +25
Language Abyssal, Celestial, Infernal; truespeech

Environment any
Organization single or battery (2–4)
Treasure standard

Special Abilities

Barrage (Ex) As a full-round, a sieger can make up to a total of three attacks in any combination of ballista and catapult shots. Two of those attacks can be replaced by slam attacks.

Exploding Shells (Ex) A sieger's catapult fires shells that deal bludgeoning and slashing, acid, cold, or fire damage to creatures standing in the square hit and the adjacent squares. The choice of damage type is made when the shot is fired. Alternatively, a catapult shell can spread paint or smoke over the targeted square and adjacent squares. The paint acts like glitterdust and the smoke acts like fog cloud, both with 1 minute duration.

Natural Siege Weapons (Ex) A sieger does not provoke attacks of opportunity when firing its ranged weapons. Their reloading and aiming takes a free action. A sieger creates its own projectiles and they crumble into dust after 24 hours.

Piercing Bolts (Ex) A sieger's ballista fires bolts that deal piercing damage and can hit multiple targets in a line. A separate attack roll is made against each target in line, starting with the nearest until an attack roll misses, the bolt fails to penetrate hardness or DR, or the maximum range is reached.

Stability (Ex) A sieger gains +10 racial bonus to CMD.

Wall-Breaker (Ex) A sieger attacks do not halve their damage against objects, and deal maximum possible damage to non-magical objects. A sieger also gains +10 bonus to Strength checks made to break objects.

Siegers are living siege engines of the battlewrought legions. They rain destruction wherever their battlewrought kin calls them to, with little discrimination for friend or foe.

The Battlewrought

The war incarnate, the spiritual debris of endless battles, the battlewrought are embodiment of conflict itself. While they appear to be husks made of discarded armors, broken weapons, and pieces of ancient siege engines, they are animated with a living force, spirits formed from out of the raw chaos of war.

Battlewrought Subtype: Battlewrought are spirits of war inhabiting shells made of shattered arms and armor. They have following traits.

Body Weaponry (Ex): All the weapons, shields, and armors used by battlewrought are parts of its body. They cannot be disarmed or removed. They can be sundered but they regenerate in 1 round if broken or 1d4+1 rounds if destroyed.

Constructed (Ex): Although battlewrought are living outsiders, their bodies are constructed of physical components, and in many ways function like constructs. For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), battlewrought count as both outsiders and constructs. They are immune to death effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Battlewrought are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. They are not at risk of death from massive damage. They have bonus hit points as constructs of their size.

Low-light Vision.

Saves: A battlewrought good saves are Fortitude and Reflexes.

Skills: A battlewrought counts Acrobatics, Intimidate, Knowledge (engineering), and one Profession skills related to war and its specific role such as siege engineer, soldier, teamster, or sailor as its class skills in addition to regular Outsider class skills.

Regeneration (Ex): All battlewrought have regeneration, usually suppressed by cold iron or lawful effects. The amount regenerated varies between battlewrought.

Truespeech (Su): A battlewrought can speak with any creature that has language as if using tongues (caster level 14th). This ability is always active.

Wrought For Battle (Ex): A battlewrought racial HD counts as fighter levels when meeting prerequisites of combat feats. A battlewrought gains bonus combat feats as if its racial HD were fighter levels.

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