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Mark II MonodriveBionic sentries created by Shinra’s R&D Division. They are equipped with artificial intelligence and are used to guard mako reactors.

Mark II Monodrive (CR 7)

XP 3,200
N Medium Construct (Machina)
Init +3; Senses Darkvision 60 ft., low-light vision; Perception +8

DEFENSE

AC 16, touch 13, flat-footed 13 (+3 dex, +3 natural)
hp 43 [70] (6d10+10)
mp 17
Fort +4, Ref +5, Will +4
Immune construct traits, stop;
Weakness critical hits and wind

OFFENSE

Speed 30 ft., fly 60 ft. (perfect)
Melee Gore +8 (1d6+3)
Special Abilities Indurate
Special Attacks Fire Combo
Spells Known (FC CL 6th; Concentration +9)
1st (DC 11) – detonate, fire, shield
2nd (DC 14) – detonate II, fire II, flaming sphere
3rd (DC 15) – detonate III, fira, fire III

STATISTICS

Str 14, Dex 16, Con -, Int 16, Wis 14, Cha 6
Base Atk +6; CMB +8; CMD 21
Feats Great Fortitude, Elemental Focus (Fire), Toughness
Skills Fly +17, Perception +8, Survival +8, Spellcraft +8
SQ Auto-float

SPECIAL ABILITIES

Auto-float (Ex)

Mark II Monodrive are held aloft by it’s magical pin needle just below it. This gives it movement as though it was under the effect of a float spell; this effect cannot be dispelled.

Fire Combo (Ex)

3/day and once every 1d2+1 rounds, a Mark II Monodrive can cast two fire spells using one standard action. Both of the spells must have the same standard action casting time. The monodrive can make any decisions concerning the spells independently of each other. The monodrive receives a +4 bonus on caster level checks made to overcome spell resistance with these two spells

Indurate (Su)

2/day and once every 1d4+1 rounds a Mark II Monodrive becomes Strong (only take 50% damage) against physical attacks until they either take magical damage or until it’s duration ends at 1d4+1 rounds.