AC 12 (natural armor)
HP 30 (4d12+4; bloodied 15)
Speed 30 ft.
Initiative Dex +2 (12), Insight +2 (12), Perception +2 (12)
Proficiency +2; Maneuver DC 12
Saving Throws Str +1, Dex +2, Con +1, Int +2, Wis +2, Cha +3
Skills Culture +5
Damage Immunities poison, psychic
Condition Immunities
charmed
,
fatigue
,
frightened
,
paralized
,
petrified
,
poisoned
Senses passive Perception 12
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.
Expertise. The robot has proficiency with one skill or tool, typically chosen from Culture, Engineering, History, Investigation, Medicine, Performance, or Science, or from vehicles or computer tools.
ACTIONS
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+1) bludgeoning damage.
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.
Service robots are designed for general tasks, and are used as translators, butlers, waiters, clerks, and even performers.
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.