AC 12 (natural armor)
HP 86 (9d10 + 36; bloodied 43)
Speed 30 ft.
Initiative Dex +3 (13), Insight -1 (9), Perception -1 (9)
Proficiency +2; Maneuver DC 14
Saving Throws Str +4, Dex +3, Con +4, Int -2, Wis -1, Cha -1
Damage Immunities poison, psychic
Condition Immunities
charmed
,
fatigue
,
frightened
,
paralized
,
petrified
,
poisoned
Senses passive Perception 9
Languages Common, Machine
Malfunction. The robot malfunctions when it takes a critical hit, becoming confused until another creature within 5 feet makes a DC 10 Engineering check to end the condition.
Metal Bender. The robot deals double damage to unattended objects.
Prodigious. The robot counts as Large when determining its carrying capacity.
ACTIONS
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (3d8 + 4) bludgeoning damage.
BONUS ACTIONS
Steel Vise. The robot can initiate a Grapple after hitting with a slam attack.
Legends and Lore
With a History or Science check, characters can learn the following:
DC 10 The presence of robots typically means there’s something to guard (such as mysterious locations on backwater planets or caches of valuables in more developed ones).
DC 15 Markings and serial codes hidden in the robots’s innards reveal how recent the robots was made and potentially by who.
Many different civilizations—both ancient and new—utilize constructs of advanced technology for a wide variety of purposes, whether they are called robots, droids, or automatons.
Designed for hard labor, these robots can be found on construction sites moving heavy equipment or engaging in hazardous work.
1 Standing on guard, challenges intruders
2 Patrolling an area with a regular route
3 Engaging in monotonous labor
4 A robot is malfunctioning (see Malfunction trait)
1 The regular sound of a patrolling sentry robot’s footsteps
2 Footprints which are spaced apart at exact intervals
3 The sound of servomotors
4 A regular beeping noise
Robots may follow ancient patrol routes near planetary ruins and heavily armed robots may guard a military base.
CR 0–2 1 sentry robot
Treasure electronic components worth a total of 200 cr
CR 3–41 or 2 sentry robots
Treasure electronic components worth a total of 500 cr; two sentinel drones that remain relatively intact and can be repaired to functionality with a DC 14 Computers or Engineering check
CR 5–10 3 or 4 sentry robots
Treasure electronic components worth a total of 1,000 cr; two robots that remain relatively intact and can be repaired to functionality with a DC 16 Computers or Engineering check
Constructs are beings that were built or made. Some are mindless machines, while others have some form of intelligence. Guardians are constructs.