Fracture

Fracture
Complex Monster, XP 10800
Level 27 (+10)
"No, it isn’t possible! My sister…all this time…I thought she was just mean. Didn’t know she was actually trying to kill me!"
——Rufus Bustertooth, deceased Half-Orc prince
A Fracture appears in the form of a creature it has petrified and seeks to imitate beings of the mortal plane in order to live free of its hollow existence. Its true form is that of an almost perfectly sculpted glass humanoid, male or female. These immortal beings are purely evil and seek perfection of their physical form at the cost of any other creatures that would stand in their way. This is impossible, however, because every fracture is afflicted with a thin crack on some portion of their body that they can never be rid of. They attack with crystalline weapons they manifest from their body and can use this same manifestation ability to move through the air, as well as turn other living creatures into petrified crystal. They are lethally intelligent, and impossibly tough, their glass forms capable of resisting attacks from the most heavily enchanted of weapons.
Awareness
24
Senses
Darkvision
Initiative
35/1d4
Max HP
598
Resilience: +4
Healing Value: 119
Morale
4
Defenses
AC
32/44
Touch
27
Fort
24
Reflex
27
Will
25
Resistances: Non-magic Weapons (Imm), Magic Weapons (50%/overcome by Adamantine), Cold (50%), Caustic (Imm), Fire (50%), Lightning (50%), Poison (Imm), Necrotic (Imm), Radiant (Imm). Immune Death, Disease, Energy Damage, Sleep, Paralysis, Sickened or Nauseated. Daze Resist (4). MR 1d8+9
Vulnerabilities:
Attributes / Saving Throws
STR
13 / 18
DEX
26 / 31
CON
15 / 20
INT
24 / 29
WIS
10 / 15
CHA
17 / 22
Saving Throw Modifiers:
Actions
Movement Modes
Shift 5ft / 2
Skirmish 30ft / 3
Sprint 50ft / 3
Air Walk* 30ft / 3
At-Will
+22 vs AC (Crit 24%/63)
Crystalline Sword
3d10+8 damage (ArN 7)
REC 5, Reach 5ft
When the Fracture makes a Critical Strike, the target must succeed a Resilience check [DC 10] or it is Decapitated.
3d8+2 damage
Grapple +20
Special Actions
Change Form
Immediate Action [1 Karma]
The Fracture changes its personality and physical appearance into that of a creature it has Captured (using its Capture Form ability). (Ultimate)
Fracture Abilities
On each turn, roll 1d10 to determine the actions available to the Fracture.

Any result, choose one of the following:
Melee Attack: Make a Crystalline Sword attack. (Basic)

3 or more, choose one of the following:
Crystallize [REC 5]: Target one creature within 5ft, +18 vs Touch. On a hit, the target begins turning to crystal (i.e. Petrifying) [SE, 5d10 vs CON]. If the target does not save within 20 segments, the target becomes crystalline (i.e. Petrified). (Advanced, Pot 1d8+9, MR)
Double Attack [REC 7]: Make two Crystalline Sword attacks, on the same or different targets. (Advanced)

6 or more, choose one of the following:
Crystallization Wave [REC 8]: Target all creatures in 30ft cone or 100ft line (5ft wide), +18 vs Fortitude. On a hit, the target is subject to the Crystallize effect above. (Legendary, Pot 1d12+9, MR)
Overland Movement
30 mi/day
Qualities
  • Capture Form: The Fracture is able to take on the form, personality and abilities of a creature it has Petrified with its Crystalize ability. The assimilation of these abilities takes 1d10 hours. Once a Fracture has captured a form it can use its Change Form ability to change into any form it has captured.
  • Air Walk: The Fracture can crystallize the molecules in air, creating steps with Which it can move upward into and through the air.
  • Magic Resistance: 1d8 + Physical Rank (inc)
  • Resistances: Resistant to Cold, Caustic, Fire, and Lightning. (inc)
  • Construct: Immune to Necrotic, Radiant, and All Alignment Damage (i.e. Holy, Vile, Entaxic, Entropic). Additionally, Immune to Death, Disease, Pain, Paralysis, Poisons & Toxins, Sickened or Nauseated, Sleep, and Energy Damage. Additionally, gain Daze Resistance equal to [½ Physical Rank]. (inc)
  • Natural Armor: AC +5/+17 (inc)
Skills: Rank 3 Balance [+11], Rank 5 Climb [+12], Rank 5 Escape [+17], Rank 3 Jump [+11], Rank 7 Stealth [+21], Rank 3 Tumble [+10], Rank 5 Listen [+13], Rank 6 Spot [+15], Rank 10 Disguise [A: +22/L&T: +23], Rank 3 Survival [A: +7/L&T: +9], Rank 5 Investigate [A: +13/L&T: +13], Rank 8 Charm [+21], Rank 5 Coercion [+12], Rank 10 Deception [+25], Rank 7 Manipulation [+19], Rank 8 Persuasion [+19], Rank 7 Aloofness [+19], Rank 7 Bravery [+17], Rank 9 Intuition [+21], Rank 3 Tolerance [+8], Rank 8 Suspicion [+19]
Feats: Sup. Initiative [3], Great Critical Strike [2], Sup. Devastating Critical [3]
Philosophies: Rank 5 Mental, Rank 9 Physical
Combat Training: Attack 5, Parry 3, Fort 3, Reflex 3, Will 3
Wits: {{{Wits}}}, Brawn: {{{Brawn}}}
Equipment: None
Social
Languages: Common
Composure: 34
Charm
+21
Coercion
+12
Deception
+25
Manipulation
+19
Persuasion
+19
Aloofness
+19
Bravery
+17
Intuition
+21
Tolerance
+8
Suspicion
+19
Prejudices:
    Motives: