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Template Grafts | Universal Monster Rules


Rift Stinger

Source Mechageddon! pg. 164

Rift Stinger CR 19

XP 204,800

N Colossal construct (technological)
Init +4; Senses blindsense (vibration) 30 ft., darkvision 120 ft., low-light vision; Perception +28

Defense

HP 340
EAC 33; KAC 35; Shield points 68
Fort +20; Ref +20; Will +16
Defensive Abilities hardness 9; Immunities construct immunities

Offense

Speed 40 ft.
Melee buzzblade +32 (upper limb—11d8+21 S; critical bleed 5d4) or stinger tail +32 (lower limb—11d6+21 P)
Ranged acid dart rifle +29 (frame—11d8+16 A; critical corrode 5d4) or missile battery +29 (frame—11d6+16 F&P)
Space 30 ft.; Reach 30 ft.
Offensive Abilities cleave (2 PP), energized retort (2 PP), inject acid (2 PP), jam weapon (3 PP), kill engine (4 PP), sabotage power (2 PP, DC 24), self-destruct (3+ PP), volley

Statistics

STR +11; DEX +6; CON —; INT —; WIS +2; CHA +9
Skills Acrobatics +28, Athletics +33, Intimidate +28
Other Abilities ammo reserve, operator (1), phase (2+ PP; Tech Revolution 108), Power Points (3 total; regains 2/turn, max 8), unliving, summon additional operator (1 PP)

Special Abilities

Inject Acid (2 PP) As a reaction, the stinger tail releases acidic mist. If the target is a mech, the acid harms only the operators. The mist deals 11d6 acid damage (DC 24 Reflex for half). On a failure the target takes a –2 penalty to sight-based Perception checks for one round.
Operator The demon operator has one move action, one reaction, and one standard action each turn. It cannot use more than two actions to move each turn, and it cannot use the same weapon or special ability more than once per round unless otherwise noted. If the main operator succeeds at the Summon Additional Operator ability, then the mech has one move action, one reaction, and two standard actions each turn.
Self-destruct As a standard action, the mech can spend all its PP (minimum 3) to self-destruct, dealing 11d12 piercing damage to itself and all targets within a 60-foot radius (DC 24 Reflex save for half). The self-destructing mech automatically fails its own Reflex save.
Summon Additional Operator (1 PP) As a reaction, the mech attempts a DC 24 Will save to summon another operator. Maintaining the summon costs 1 PP and requires a Will save each round (no action).

Description

Sometimes, demons possess mechs or mortals summon them to act as additional operators. Demon-possessed mechs often have numerous limbs, long barbed tails, and uncanny speed. Demons are especially dangerous when possessing mechs, as they don’t care about the mechanical devices they inhabit for a brief time.

Typically, a mech is only possessed by one demon at a time, as demons fight each other as much as they fight everyone else, but occasionally agendas align and two or more fiends act as multiple pilots in a mech. Such alliances don’t last long, and one demon sometimes expels a partner before the battle ends. Demons generally refuse to possess a mech that also has a mortal operator unless bound by powerful magic.

Mechs designed by demons or by their allies maximize destruction. They’re built to tear through mortal cities and armored heroes. When fighting another mech, their attacks target the operator as well as the machine.

Furthermore, they tend to explode once a demon realizes they have lost a battle, not caring if the mech is destroyed if they can hurt their enemies as well. Demon-possessed mechs are most dangerous when they’re close to defeat. First manufactured by Ersatz Movement under the supervision of Terra Lynx, the rift stinger model is designed for demonic possession. Originally conceived with Shivaska’s blessing, it’s only a matter of time until mortal manufacturers begin utilizing this tech after its appearance on Daimalko.