Altered Nemesis
Nemesis
Large Abberation (5;10) (CR 20-24)
Ability Scores: Strength 20, Dexterity 18, Constitution 18, 12 Intelligence, 14 Wisdom, 10 Charisma
Hit dice: 16D8+64 (136 hitpoints)
Base Attack and Grapple: +12, Grapple +21
Saving Throws: Fortitude +9, Reflex +9, Will +12
Defense: 29 (8 Natural, 8 Steel Reinforced and Grafted Trench Coat, 4 dexterity, -1 size)
Pertinent Skills: Spot +21, Listen +21, Jump +46 standing, 52 after 20 feet.
Attacks: Unique Rocket Launcher (See weaponry below) +16,+11,+6, Unique Gatling Gun 4d12, +18,+13,+8, Slam 2d10+7;+17,+12,+7
Feats: Personal Firearms, Advanced Firearms, Burst Fire, Exotic Firearms: Machine Guns, Exotic Firearms: Rocket Launchers
Speed: 60 feet. (12 squares)
Special Qualities:
Damage Reduction 3/-
Immune to Mind affecting
Immune to Paralysis via electricity (damage is dealt normally)
Immune to Acid
Immune to fall damage
Racial +20 to Jump
Die Hard: Nemesis can move, but not attack, when reduced to 0 to -10 HP.
Threat Awareness: As long as whomever created this Nemesis unit still has a working computer network, the Nemesis gets information on every living creature within it's sight range if it spends a free action to assess them. This gives him a reading from "Harmless," "Threat," "Major Threat" and also if the target is one that he has been programmed to seek out and destroy. Due to the advanced nature of his sensor array, he can also use this action against creatures standing within 5 feet of a wall, floor or ceiling which is in his line of sight. This is attained only if the creature gives off a heat signature. Also, this ability allows the Nemesis to make a spot check at a -10 penalty to notice a creature through a structure or obstruction. This ability also causes him to ignore miss chance caused by concealment.
Nemesis Report: If a Nemesis makes visual contact with a target or a target's heat signature, he automatically sends the data back to his employer/creator. This gives them all of the information he has seen in the field, making him a valuable reconnaisance tool as well.
Unfettered: The Nemesis unit has been built to perform one task; eliminate targets in the most efficient way possible. If he has prior data of a creatures location, or is in pursuit of a creature, he may choose to expend 10 feet of his movement to move 5 feet through a solid structure. The structure must have a hardness less than his strength score. If he is running or charging, treat his strength score as if it were five higher. He can only use this ability on a double move, using it during a 5x movement would cause far too much damage to his form.
Nemesis Fast Healing: A standard issue Nemesis unit takes all damage normally. However, due to his increased cellular efficiency he gains fast healing 5. His fast healing is variable, however; and if he is in a noncombat situation for more than 10 rounds, it doubles to fast healing 10, and continues at this rate until he is full. As a fail-safe, the Nemesis may spend a full-round action to increase his fast healing to 20 per round for 5 rounds once per day. During this full round, he is denied his dexterity.
Tendril Mutation: The Nemesis unit may, as a move action deploy 4 tendrils. Each one of these is a natural attack at a +17 that deals 2d4+2 points of damage. They each have a range of 15 feet and may be used to grapple a medium size or smaller creature at a -20 penalty individually or all four may be used at no penalty. During any round in which a creature is grappled by all four tendrils, the tendrils make a single opposed grapple check at a +21(without the -20 penalty) and deal 8d4+7 points of crushing damage on a success. As another option, all four tendrils may make a single grapple check and fling the opponent into the air. The amount thrown is 1d6x5 feet for every 5 by which the opposed grapple check differs (IE: Defender check result is 15 and the Nemesis rolls a 30, he defender would be thrown 3d6. If rolled an 8, he would be thrown upwards, or horizontally 40 feet, and take fall damage appropriately). A creature grappled by the Nemesis is considered to be denied his dexterity to these tendrils, and if grappled by the tendrils, denied his or her dexterity to the Nemesis.
G-Virus Contagion: The Nemesis may choose to expend a full round action to infect an unconscious creature with the G-Virus. The effects are adjucated by the GM, but most commonly the creature is turned into a zombie (which I will post later). The DC to avoid infection is 12. The weakness of this disease is due to this ability not being intentional by the creature's original engineers.
Massive Damage Threshold Altered: If a creature deals enough damage to the Nemesis to force a massive damage save, on a failure, the Nemesis loses it's fast healing ability, as well as has his speed reduced by 3/4th (speed changed to 15). He will then attempt to kill the creature that forced this save, and when reduced to 0 HP he will run away.
Special Attacks:
Rush: If a nemesis charges an opponent to with the intent of beginning a grapple, he may use his full iterate attack bonuses. He may not simply make 3 melee attacks however.
Strangle: A nemesis unit may sometimes have to resort to simply choking a victim. To do this he makes a melee touch attack as if he were beginning a grapple, it provokes an attack of opportunity as normal; though it does not fail if he takes damage as a normal grab attempt would. If he is successful he makes an opposed grapple check, if successful he is now grappling the creature. He may use his iterate attack bonuses from a full attack to do the following options within the same round.
Lift: Any round in which a Nemesis begins grappling a creature, he may make an opposed grapple check to lift a creature of medium size or smaller off of the ground. This ability removes the defender's ability grants the Nemesis a +4 bonus on grapple checks.
Choke: On any round in which a Nemesis begins grappling an opponent, he may make an opposed grapple check to strangle his opponent. The intense pressure caused by the Nemesis removes 5 from the constitution counter each turn. Once the counter reaches 0, only a single save must be made per turn, however.
Slam: Once the Nemesis has lifted a creature, he may slam it into the ground with an opposed grapple check. The "slammed" creature takes 4d8+7 points of damage and becomes prone in the space the Nemesis had brought him or her into on the start of the grapple, and is stunned for 1d4 rounds unless a DC 10+(half of damage dealt, rounded down) fortitude save is made.
Nemesis Weaponry: A Nemesis is issued a UBCS Minigun that also contains a rocket launcher. The rocket launcher deals 8d6 points of damage and has a minimum range of 30 feet, maximum range of 110 feet. He must spend a move action acquiring a target and kneeling in order to fire a rocket.
The minigun fires on autofire only. It's autofire targets a 20 foot area as opposed to a 10 (rules taken from D20 Menace Manual). Also, a Nemesis carries a plethora of grenades attached to his reinforced trench coat.
Using either of a Nemesis unit's weapons is impossible, removal of the trench coat requires a Craft:Mechanical check DC 40 and takes 2 hours. The Jacket is only made wearable via another Craft: Mechanical check DC 50. Failure off the either check dictates that the character completely mangled the jacket, and the effluents inside make it all but unwearable. The statistics will be provided in an appendix below. His weapon requires a Computer Use check DC 50 to recalibrate for the use of a human. This process takes 24-48 hours and must be done at in a single sitting. Failing the check recalibrating the Minigun/Rocket Launcher by 10 or more causes the rockets within to explode, dealing 8d6 damage per rocket, maximum of 20d6, no save is allowed.
UBCS Minigun/Rocket Launcher Combo; Minigun is considered Mastercraft +2 and has a range of 120 feet. The Autofire expends 200 bullets (5.56 NATO) per use and carries 6000 rounds, which are belt fed, usually surrounding the wielder. These cannot be purchased by any means, when converted they have a sell DC 46 (replacement rockets are available in packages of 5 for a purchase DC of 11 (+4 Illegal)).
UBCS "Nemesis" Trench; Heavy Armor; This Steel Reinforced Trenchcoat weighs in at a hefty 150 pounds. However, despite it's weight, it is very wearable to stronger creatures. It provides immunity to paralysis via electricity, as well as a +8 bonus to defense, +4 maximum dexterity and a -4 Armor Check penalty. These cannot be purchased by any means, but when converted they can be sold for a sell DC of 40.