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Sentry Turret

Challenge
str
11
dex
10
con
13
int
1
wis
13
cha
6

AC 16 (natural armor)
HP 24 (7d4 + 7; bloodied 12)
Speed 0 ft.
Initiative Dex +0 (10), Insight +1 (11), Perception +3 (13)


Proficiency +2; Maneuver DC 12
Saving Throws Str +0, Dex +0, Con +1, Int n/a, Wis +1, Cha -2
Damage Immunities poison
Condition Immunities  fatigue , frightened , petrified , poisoned
Senses darkvision 60 ft.,passive Perception 13
Languages


Malfunction. The turret 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.


ACTIONS

Multiattack. The turret attacks twice with its blaster.

Blaster. Ranged Weapon Attack: +4 to hit, range 60 ft., one target. Hit: 16 (3d8 + 3) fire damage.

Burst Fire. The turret can make a burst fire attack at a 10 foot cube within 120 feet. Creatures in the area make a DC 13 Dexterity saving throw, taking 10 (2d6 + 3) piercing damage on a failure or half damage on a success.

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.

Description

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.

Sentry turrets are automated, stationary gun platforms which target and fire upon nearby enemies. They possess no intelligence, and follow their designated targeting program to the letter.

Behavior

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)

Signs

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

Encounters

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

Monster Type Description

Constructs are beings that were built or made. Some are mindless machines, while others have some form of intelligence. Guardians are constructs.