Str 30 (+10), Dex 12 (+1), Con -- (N/A), Int 14 (+2), Wis 12 (+1), Cha 16 (+3)
Atk +15; Dam +15 (claws, Smite Good), +14 (chains); Grapple +30; Def +0 (-1 FF); Init +1
Tough +18 (Impervious 10), Fort N/A, Ref +7, Will +7
Acrobatics 9 (+10), Intimidate 8 (+13), Notice 7 (+8 )
Dodge Focus 1, Fearless, Improved Grab 1, Improved Overrun 1, Power Attack, Takedown Attack 2
Immunity 30 (Fortitude effects)
Immunity 30 (effects with cold, fire, and magic descriptors; Flaw: Limited [half effect])
Impervious Toughness 10 (Drawback: Power Loss [vs. blessed weapons; Uncommon, Minor, -1])
Super-Senses 2 (Darkvision)
Claws: Strike 5 (slashing; Power Feat: Mighty)
AP: Chains: Strike 4 (slashing, bludgeoning; Power Feats: Extended Reach 1, Mighty)
Smite Good: Corrosion 15 (necromantic; Flaw: Tiring; Drawback: Power Loss [only effective vs. those with allegiance to Good; Common, Minor, -2)
Necrovent: Visual Obscure 3 (smoke and ash; Flaw: Range [Ranged -> Touch]) linked to Drain Constitution 10 (necromancy; Extras: Area 5 [general burst], Duration [Instant -> Sustained]; Flaw: Tiring)
Soul Furnace: Snare 15 (Extra: Engulf) linked to Strike 6 (fire; Extra: Duration [Instant -> Sustained]) linked to Drain Constitution 10 (necromancy; Extra: Duration [Instant -> Sustained])
Regeneration 38 (recover automatically from Injured, Disabled, and Dead conditions once per round without rest; Flaw: Source [must have a living creature inside the Soul Furnace])
Skulls of Hate: Device (hard to lose) 10
Super-Senses 2 (Radius visual senses)
Variable Power 12 (any one power at a time with the evil, divine, and magic descriptors; Extra: Total Fade; Flaw: Fades)
Disability: Mute (Uncommon, Minor), Slow Movement 1 (base land speed 30ft)
Size 12 + Abilities 24 + Combat 32 + Saves 30 + Skills 6 + Feats 7 + Powers 256 + Drawbacks -2 = 365
Tradeoffs: Offensive PL 15, Defensive PL 9; -9 Def / +9 Tough
The monster known as Deathjack is an unholy amalgamation of warjack technology and foul necromantic magic. It wanders, seemingly at random, throughout the remote places of western Immoren; its most recent confirmed sighting was at the Cygnar-Khador border. Whereever it walks, death follows.
Holy crap, Deathjack is SCARY. +15 attack and damage is bad enough (or Corrosion 15, if you're good and Deathjack is angry), but thanks to Improved Grab and a +30 Grapple modifier, one hit from Deathjack and you're going straight into the Soul Furnace. Once that happens, it's 6 damage and Drain Constitution 10 every turn until you escape (unlikely) or someone stuns Deathjack long enough for you to get out. To make things worse, Deathjack has Regeneration so long as someone is still alive inside the Soul Furnace, making him even harder to take down. Deathjack isn't as scary defensively -- only PL9 -- but with +18 Toughness and Impervious 10, he's still a tough nut to crack.
Deathjack's Necrovent is a nasty ability. It basically creates a 50-foot diameter cloud of vision-obscuring smoke that lasts as long as Deathjack can spend a free action to sustain it. If anyone actually ENTERS the smoke cloud, they have to pass a Reflex save or else suffer a Drain Constitution effect. Deathjack tends to use this ability to either wreak havoc on closely-packed opponents, control the battlefield, or cover its escape if things go poorly.
The Skulls of Hate mounted on the Deathjack's shoulders are its ace in the hole. In the original Iron Kingdoms RPG, the Skulls allow Deathjack to cast spells as a 17th-level cleric of Death and Destruction; in Mutants & Masterminds, this translates to a Variable array capable of unleashing any manner of unpleasantness. Using the Skulls, Deathjack can either boost its Defense up to cap using either Shield or Force Field, unleash a devastating ranged attack such as Disintegration or a penetrating Blast, or Summon a horde of undead minions to help it wreak havoc. Note that the Skulls are a Device, and one not Restricted to Deathjack; if the beast were somehow rendered inert, someone else could retrieve the Skulls and use them for his own purposes . . . .
EDIT 6/6/07: Slight changes to the Skulls of Hate, in anticipation of other magic users appearing on the thread. The points cost stays the same, but now Deathjack will (eventually) run out of spells. Deathjack also gets a little slower, thanks to an improved understanding of how Growth (and therefore, purchased Size) works.