Arkhosian Siege Tower
Huge natural animate (construct)
Level 13 Elite Brute XP 1600

HP 336; Bloodied 168Initiative +11
AC 25, Fortitude 28, Reflex 25, Will 22Perception+7
Speed 4All-around vision
Immune charm, disease, poison; Resist 15 to all damage from outside the tower
Saving Throws +2; Action Points 1

Traits

All-Around Vision

Enemies can’t gain combat advantage by flanking the siege tower.

Juggernaut

The siege tower ignores difficult terrain and does not provoke opportunity attacks. It cannot squeeze, make opportunity attacks, or grab creatures.

Living Building

The tower can end its movement in other creatures’ spaces, and other creatures can end their movements in its space. The tower is 30 feet high (Athletics DC 20 to climb it). It has two levels, each with a 15-foot-high ceiling. The lower level has two reinforced iron doors (break DC 25), which the tower can open or close as a minor action. While the doors are closed, line of effect and line of sight cannot be traced from outside the tower to creatures on the lower level. The upper level has arrow slits and can be reached by either of two ladders from the lower level. Creatures inside the tower or on its exterior move with it as if it were a vehicle.

Rough Ride

While the tower is bloodied, it is slowed, and creatures inside it take a -2 penalty to attack rolls.

Standard Actions

Dragon's Head (fire) At-Will

Attack: Area burst 1 within 20 (creatures in the burst outside the tower); +16 vs. Reflex

Hit: 1d12 + 7 fire damage, and ongoing 10 fire damage (save ends).

Miss: Half damage.

Move Actions

Crush At-Will 1/round

Effect: The siege tower moves up to its speed and can enter enemies’ spaces during this movement. When the tower enters a nonflying creature’s space for the first time during this movement, the tower makes the following attack against that creature.

    Attack: Melee 0 (creature in the square); +16 vs. Reflex

    Hit: 3d12 + 6 damage. The creature falls prone.

    Miss: The creature falls prone.

Triggered Actions

Collapse Encounter

Trigger: The tower drops to 0 hit points.

Effect (No Action): The tower is destroyed. Its space becomes difficult terrain until the end of the encounter. Creatures inside the tower fall prone in the tower’s space, and the tower makes the following attack.

    Attack: Close burst 1 (creatures in the burst); +16 vs. Reflex

    Hit: 4d10 + 17 damage, and the target falls prone.

    Miss: Half damage.

Str 25 (+13)                Dex 20 (+11)                Wis 13 (+7)
Con 28 (+15)                Int 1 (+1)                Cha 10 (+6)

Alignment Unaligned        Languages -

Published in Monster Vault: Threats to the Nentir Vale, page(s) 46.