Ancient Warjack (Huge)
Hit Dice: HD 24d10+30
Initiative: – 2
Speed: 20 ft. (can’t run)
Attacks: 1 slam, + 27 melee
Damage: Slam 3d10+20, or as weapon type (4d6+20 Huge Greataxe).
Face/Reach: 10 ft. by 10ft. / 15ft.
Special Qualities: Construct, steamjack abilities, damage reduction 10/+1
Saves: Fort +10, Ref +4, Will +8
Abilities: Str 36, Dex 8, Con: —,
Int 8, Wis 11, Cha 1
Warjacks are the battle-hardened versions of steamjacks. Their bodies are plates of forged iron, and their powerful limbs are capable of lifting or crushing hundreds of pounds. They cannot be provoked into attacks, but once engaged do not cease their attacks until destroyed or ordered off. Even without specific instructions, all steamjacks have orders to defend themselves to the best of their ability.
Warjacks are the only units capable of independent strategy, though it may be somewhat basic in execution. As well, a warjack’s handler can order the steamjack verbally if he or she is within 60 feet. If the warjack can see the handler, hand signals can be given. Some warjacks have had their control boxes deliberately removed or destroyed in favor of the warjack fighting independent of control.
Warjacks are immune to mind-altering effects and have the other properties of Constructs detailed on MM 5.
Warjacks have fire and electrical resistance 20.
A warjack suffers no damage from cold attacks, but is slowed one round for each 6 points of damage done to it. The effects are not cumulative.
A warjack is not affected by heal spells. Mending cures 1 hit point. Fabricate cures 5d8+5 hit points. Iron Body cures all damage done to a steamjack.
The Ancient warjack has two seperate boilers, each that require refueling (twenty pounds of coal and twenty gallons of water) every two hours. If not refueled, the warjack’s next hour of operation is spent fatigued. After that, the unit becomes exhausted for an hour, after which it is stunned. At this point its firebox needs to be re-lit before it can function again. If one boiler is fully functional, the warjack is considered fatigued.
A warjack’s firebox fails when the unit is completely submerged in water or other liquid. Jacks without a burning firebox are considered stunned.
Warjacks using inferior fuel are considered shaken in addition to any other effects on it.