Mythic Aballonian

Mythic Aballonian CR 8/MR 3

XP 4,800
N Medium construct (mythic)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +10


AC 25, touch 14, flat-footed 23 (+2 deflection, +2 Dex, +11 natural)
hp 105 (10d10+50)
Fort +3, Ref +7, Will +5; +2 against bursts, rays, and line-shaped effects
Defensive Abilities deflector screen; DR 5/adamantine and epic; Immune construct traits
Weaknesses sunlight dependency


Speed 40 ft., climb 20 ft.
Melee 2 claws +16 (1d8+5/19–20/x3 plus grab)
Ranged spark +12 touch (2d6 electricity)
Special Attacks electrostunner, mythic power (3/day, surge +1d6)


Str 21, Dex 14, Con —, Int 17, Wis 10, Cha 11
Base Atk +10; CMB +15 (+19 grapple); CMD 29
Feats Improved CriticalMF (claw), Iron Will, Lightning Reflexes, Power AttackMF, Weapon Focus (claw)
Skills Acrobatics +12 (+16 when jumping), Climb +23, Knowledge (engineering) +13, Perception +10, Stealth +12
Languages Common; shortwave 100 ft.
SQ rapid rebuild, rebuild, solar cell


Deflector Screen (Su)

A mythic aballonian is surrounded by an aura of deflective force that grants it a +2 deflection bonus to Armor Class and a +2 bonus on saving throws against bursts, rays, and line-shaped effects, while also protecting it with a constant entropic shield. The aballonian can expend one use of its mythic power as a swift action to increase the bonuses provided by this ability to +4 and the miss chance provided by its entropic shield to 50% for 1 minute. The deflector screen is normally invisible, but flashes briefly when impacted by an attack.

Electrostunner (Ex)

A creature struck by a mythic aballonian’s spark is stunned for 1 round. A creature succeeding on a DC 18 Fortitude is staggered for 1 round instead. If the mythic aballonian confirms a critical hit with its spark (or rolls a natural 20 on its combat maneuver check to grapple, if it uses this ability while grappling), the target is stunned for 1 minute. A creature with electricity resistance or immunity that prevents damage from the spark is normally immune to this effect, but a mythic aballonian can expend one use of its mythic power as a free action to enhance its spark attack: damage increases to 2d10 and it bypasses any electricity resistance or immunity possessed by non-mythic creatures or created by non-mythic effects. The save DC is Intelligence-based.

Rapid Rebuild (Ex)

A mythic aballonian can exchange one of its existing abilities for a different ability as a full-round action by expending one use of its mythic power.

Rebuild (Ex)

Aballonian machines are capable of improving and adapting their designs. Each aballonian starts out with one of the abilities listed below. For every two additional abilities it possesses, its CR increases by +1. Aballonians may also add the customizable abilities of animated objects, increasing their CRs by +1 for every 2 Construction Points spent in this way (They are already considered metal.) Aballonians may adapt of their own volition, but it takes 1 day to add each additional ability beyond the first, and they must also possess the rare materials necessary to make such improvements. An ability can only be gained once unless stated otherwise.

  • Gain a plasma cutter that deals 1d6 points of fire damage on a melee touch attack.
  • Gain advanced treads that increase base speed to 60 feet.
  • Modify chassis to gain a burrow, climb, or swim speed of 60 feet. This ability may be taken multiple times. Its effects do not stack. Each time it is taken, it applies to a new movement type.
  • Add a radar dish that grants blindsight 120 feet.
  • Gain an additional claw or slam melee attack (1d6 damage).
  • Lengthen arms to extend reach by 5 feet.
  • Gain the rend special attack (2 claws, 1d8+7).
  • Add armor plating to gain a +4 natural armor bonus to AC.
  • Harden systems to gain resistance 10 against a single energy type (acid, cold, electricity, or fire).

This ability may be taken multiple times. Its effects do not stack. Each time it is taken, it applies to a new energy type.

Shortwave (Ex)

An aballonian can communicate with nearby aballonians via invisible waves. This functions as telepathy 100 ft., but only with other aballonians. In combat, if any allied aballonians within range can act in a surprise round, all of them can.

Solar Cell (Ex)

A mythic aballonian can store up to one hour of solar energy in its reserve cells, allowing it to ignore its sunlight dependency for that duration. If it expends one use of its mythic power, it can ignore its sunlight dependency for up to 8 hours.

Spark (Ex)

As a standard action, an aballonian can launch an arc of electricity at a nearby creature. This attack has a range of 20 feet with no range increment. In addition, whenever an aballonian makes a check to maintain a grapple, it can use its spark attack against the creature it is grappling as a free action.

Sunlight Dependency (Ex)

Aballonians gain their energy from light. In areas of darkness, they gain the sickened condition.


Environment any
Organization solitary, pair, or network (3–6)
Treasure standard

This insectile construct skitters around on metallic legs, its manipulators clacking and glowing eyes searching.

Aballonians are intelligent, self-modifying constructs.

The stat block presented here represents only the most basic type, with much larger or smaller variants taking the form of gargantuan excavators, gliding solar-powered flyers, ribbon-like serpent creatures, disembodied processor intelligences, or stranger designs.

Section 15: Copyright Notice

Mechanical Monsters © 2023, Legendary Games; Authors: Jason Nelson, Tom Phillips, Mike D. Welham, Matt Goodall, Alex Riggs, Matt Daley.

scroll to top