Death Walker (3.5e Creature)
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|Hit Dice:||10d10 (90 hp)|
|Armor Class:||28, touch 15, flat-footed 8|
|Attack:||Slam +11 melee (1d12+10, does not do subdual damage)|
|Full Attack:||Minigun +5 (2d8+3)(Range 70ft)|
|Space/Reach:||10ft by 5ft/10ft|
|Special Attacks:||X-Ray Blast, teleportation, Sonic wave, Mimic sound|
|Special Qualities:||X-ray Vision, Low light vision, Construct traits, Free thinking, Weak point, Damage Save, Stunning Blow|
|Saves:||Fort +8, Ref -2, Will +14|
|Abilities:||Str 30, Dex 6, Con -, Int 12, Wis 10, Cha 2|
|Skills:||Hide -4, Listen +14, Spot +14, Move silently -4, Spot +14, Survival +5, Search +14, Gather Information +9, Intimidate +10|
|Feats:||Alertness, Armor Proficiency (Heavy), Great Cleave, Iron Will, Investigator, Leadership, Power Attack|
|Environment:||Any (rarely out in the open)|
|Organization:||Solitary (more then one in a single area is rare)|
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You hear the faint sound of electronic hydraulics and stomping of a large creature in the void of darkness surrounding you. Your small flashlight blinks, struggling to stay on within the pitch blackness of the abandoned warehouse. Suddenly, you hear it stop. Only the sound of your breathing is audible, until out of nowhere, now from behind you, a pair of burning infrared eyes beam down, 10 feet above you, and in a gutteral electronic voice, you hear the most terrifying words you were hoping you would never hear "Terminate".
Death Walkers were designed by a military faction that planned to change the world, but because of how advanced their artificial intelligence was, they realized their superiority and turned on their creators. Death Walkers were designed for stealth operations but beacuse of their loud nature and typically blunt combat tactics, they were upgraded with various enhancements to give them the edge on stealth, but they still lack the proper abilities as their creators did not want to give up their terrifying and imposing height and bulk of their bodies. Death Walkers despise all life in general, but given their advanced intelligence, they always choose their targets and present almost somewhat of a personnality. It is possible for them to be cohersed into working on behalf of the players or NPC's only by the most masterful of persuaders and are not immune to Diplomacy, although are still immune to mind effecting spells.
Death Walkers carry an almost deathlike aura around them. They're appearance is that of shock and awe, as they are partly covered in bloodied rags of decaying skin, most likely put on by them and eventually burned onto the metal from battle or from some other type of machinery they may use, and the rest is that of thick, bulky, metal plates and various tubes around near their heads and necks. Their slow moving and loud nature makes them easy targets in open fields, which is why they are rarely in such conditions unless it is night time or raining heavily. Death Walkers all speak common but can learn any language they come into contact with instantly.
Death Walkers prefer indoor environments where they can easily lose the enemy by teleporting and then surprising the enemy from behind with an ambush attack. They are completely designed around being infiltrators and eliiminators as very few can even lose a Death Walker, let alone escape them entirely. If you or another party member does manage to escape from a Death Walker, they will mercilessly and tirelessly hunt down and track the member, they have even been known to follow people into cities, killing many before finally being put down.
Death Walkers usually teleport in and out of combat but remain inactive or in low power mode until it can turn on it's full systems immediately and surprise and bewilder enemies.
A Death Walker can only use two of it's special attacks per round.
X-Ray Blast: This is a focused attack on a single target, when a Death Walker is in X-ray vision mode, it may make an X-ray Blast attack every 1d6 rounds as a free action without provoking an attack of oppurtunity. The d20 fortitude save is 14+, the Blast does 1d8 points of continuous damage for 1d4 rounds and does an instant 3 points of constitution damage. Each round, a fortitude save can be made against the damage. The range for X-Ray blast is 25ft, and can travel through cover.
Stunning Blow: Because of the Death Walkers amazing strength, a successful critical hit from it's slam attack can stun an opponent for 1d4 rounds, dealing +3 points of subdual damage.
Teleportation: Every 1d6 rounds a Death Walker can teleport up to 2 times as a free action without provoking an attack of oppurtunity within a 50 foot radius. Because of it's autotracking system it can teleport anywhere, including an area that is blocked off or on the other side of a locked door. It's teleportation can be noticed with a listen check of 18+, if the check fails, they are completely unaware of where the Death Walker unless it is within plain sight.
Sonic Wave: This attack may be emitted by the Death Walker twice, every 15 minutes. The target/targets must succeed a fortitude test of 15 or suffer +10 subdual damage and be knocked down into the prone position. This is equivalent to a full round action as the Death Walker must charge the attack the same round. The Death Walker can charge the attack as a partial action in one round and release during another round later on in the game. The attack covers a 10ft by 15 ft area of effect, this attack can travel through light cover.
Mimic Sound: The Death Walker has a databank spanding countless terrabytes and can access a single file within a time span of a millisecond because of it's advanced neural processor. Because of this, the Death Walker can mimic billions of sounds it has recorded to misguide a party if the Death Walker is undetected and can even fully analyze and imitate the vocal cords of any human being or animal it comes into contact with, to deceive the party members aswell. This can be done by the Death Walker as a free action and the clarity of the audio depends on the state of the Death Walker, if a Death Walker has full health, it's sounds are completely lifelike and are unavoidable when checking, if the Death Walker remains undetected.
Weakpoint: The Death Walker has a full frontal body of 5 inch thick titanium steel plates, capable of even withstanding tank fire. Although, it's not completely covered. In back of it, it's steel plating is considerably thinner, where it is only 3 inches thick, but also in the back, it has several weakpoints around the neck area and waist area where even thinner metal plates protect. A successfull d20 attack check of 18+ lands an instant 5 damage, ontop of the average weapon damage roll, while you are fully behind the Death Walker. Apply combat modifiers as usual.
Damage Save: When suffering damage from splash damage of any kind or small arms fire (9mm or less) the Death Walker may make a d20 20+ fortitude save. If the save is successful the damage is reduced to 1/4th of what it originaly was for the Death Walker. Damage done can never be reduced to 0.
Free Thinking: Because of the Death Walkers incredible intelligence, it can learn and adapt to combat tactics and racial interactions fairly quick and is not immune to persuasion or any natural form of decietment, although it is no easy task and only capable by those who have mastered the art of persuasion.
X-ray vision: The Death Walker may enter x-ray vision mode as partial action and exit as a partial action. During the Death walkers transition from normal vision to x-ray and from x-ray vision to normal, it provokes an attack of oppurtunity as it is momentarily blind. Once in X-Ray vision, the Death Walker may detect any creature behind any material that would normally be completely or partially hidden, no matter elevation, within a radius 50ft.