SEERATH
Medium humanoid (android), neutral evil
Armour Class 15 (scatterlight, hardened components)
Hit Points 190 (19d10)
Speed 30’ ft.
Initiative Speed +6 (Dex, Improved Init)
Str 8 (-2) Dex 18 (+4) Con 14 (+2)
Int 12 (+1) Wis 12 (+1) Cha 12 (+2)
Saving Throws Dex +8, lnt +4
Skills Acrobatics +7, Deception +4, Perception +4, Stealth + 12
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons that aren’t adamantine.
Damage Immunities force, necrotic, poison, psychic
Damage Vulnerabilities lightening
Condition Immunities charmed, frightened, paralyzed, petrified, poisoned, stunned
Senses Darkvision 60 ft., passive Perception 14
Languages Gothic
Challenge 8 (3,900 XP)
Assassinate. During her first turn, Seerath has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit Seerath scores against a surprised creature is a critical hit.
Emotionless. Androids have problems processing emotions properly, and thus have advantage on any mind or morale based effect.
Evasion. If Seerath is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw,. and only half damage if it fails.
Gift of the Machine God. As a creature of technology a deformed android gains many damage and condition residences and immunities but they are also susceptible to electrical attacks.
Nanite Surge (1 per long rest). An android’s body is infused with nanites. Once per day as a bonus action or a reaction, an android can cause its nanites to surge, granting a proficiency die bonus of +1d6 to any one d20; this ability must be activated before the roll is made. When an android uses this power, it’s circuitry-tattoos glow with red light equivalent to that of a torch in illumination for 1 round.
Sneak Attack (1/Turn). Seerath deals an extra 13 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that is n’t incapacitated and the assassin doesn’t have disadvantage on the attack roll.
True Grit (1 per long rest). Seerath may roll advantage on a single attack with her timeworn zero pistol. She may also ignore or accept glitch results if a glitch roll is triggered with a small gun.
ACTIONS
Multiattack. Seerath can make two machine slams or timeworn zero pistol attacks. She may also mix the two.
Machine Slam. Melee Natural Weapon Attack: +5 to hit, reach 5 ft.; one target.
Hit: 2 (1d8 -2) bludgeoning damage.
Timeworn Zero Pistol. Ranged Weapon Attack: +8 to hit, range 80/320 ft.; one target.
Hit: 8 (1d8 + 4) cold damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) cold damage on a failed save and losing 10’ of movement, or half as much damage and no movement loss on a successful one.
Charges: 10
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