Mechanical Arm
Object
Level 18 TrapXP 2000

Detect automatic

Initiative +12

HP 150

AC 30, Fortitude 30, Reflex 27, Will

Immune necrotic, poison, psychic, forced movement, all conditions, ongoing damage Vulnerable 5 lightning

Standard Actions

Claw At-Will

Attack: Melee 10 (one creature); +21 vs. Reflex

Hit: 3d10 + 10 damage, the target is grabbed (escape DC 23), and the arm slides the target up to 5 squares. While grabbing a creature, the arm can use claw only against that creature.

Countermeasures

Climb: Athletics DC 20 (move action).Two Successes: The character can ascend to the arm’s ceiling housing. Failure (15 or lower): The character falls.

Disable: Thievery DC 23 (standard action). Requirement: The character must have climbed to the arm’s ceiling housing.Three Successes: The arm ceases to function. Failure (18 or lower): The character and any creature grabbed by the arm take 15 lightning damage.

Seize Control: Intelligence DC 17 or Thievery DC 23 (standard action). Success: The character can direct the arm to use claw once against a target of his or her choice, as well as to release any creature grabbed by the arm. Failure (by 5 or more): The character and any creature grabbed by the arm take 15 lightning damage.

Published in Dungeon Magazine 201.