These are a component to yesterday’s Boss Fight post. Just a reminder I balance everything for 6 characters and for this particular fight it is at level 6. These guys appear during stage III when Hellion has exhausted all his resources and is scrapping the bottom of the radiation waste barrel (metaphorically) to throw at the characters as he attempts to get away.
These particular robots were in the process of being rebuilt and upgraded to become Hellions avenging angels and honour guard. But in desperation he will activate them and order them to attack the characters. However they are fragile, slow and crippled due to their incomplete state. They are essentially modified scrapyard robots which also appear in the same adventure path.
HELLION’S HOUNDS SCRAPYARD ROBOT
Medium Construct (robot), neutral
Armour Class 13 (scrap metal bits)
Hit Points 95 (shared pool between all 6 Hounds). 25% = 25
Speed 20 ft.
Str 16 (+3) Dex 13 (+1) Con 14 (+2)
Int 10 (+0) Wis 10 (+0) Cha 1 (-5)
Skills Perception +2
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, paralysed, petrified, poisoned, stunned
Senses Darkvision 60 ft., passive Perception 12
Languages Common, Gothic, Hallit
Challenge 2 (450 XP)
Gift of the Machine God. As a creature of technology a scrapyard robot gains many damage and condition residences and immunities but they are also susceptible to electrical attacks.
Fall to Pieces. Attacks and effects that deal more than 25% of a scrapyard robot’s maximum hit points in damage (25 hit points for a Hellion’s Hound) impair one of the robot’s components. Determine which subsystem randomly by rolling 1d6. If the subsystem has already been impaired, there is no further effect.
- CPU: The robot is confused
- Fractured Plating: Reduce the robot’s natural armour bonus by 2.
- Power Core: Attacks against the robot with natural weapons, unarmed strikes, or metal weapons deal 1d6 points of electricity damage to the attacker, and the robot’s slam attack deals an additional 1d6 points of electricity damage. The robot shuts down from power loss in 1d4+1 rounds.
- Servos: The robot’s speed is reduced to 15 feet and its takes disadvantage on any prone related checks.
- Sensors: The robot is blinded.
- Sensors: The robot is blinded.
Repair. A scrapyard robot can use the inactive bodies of other robots to repair damage to itself. Doing so restores 10 hit points and removes one condition imparted by its fall to pieces ability per 8-hour period of uninterrupted work. Eight hours of repair expends all salvageable parts from 1 Medium robot. For each size category a scrapped robot is above Medium, the scrapyard robot can perform another 8 hours of repairs using that robot’s parts. For each size category smaller than Medium scrapped robots are, the scrapyard robot requires twice as many robots to complete 8 hours of work.
Poor Construction. The poor construction of a scrapyard robot allows it to take only a single move or attack action each round.
Machine Slam. Melee Natural Weapon Attack: +5 to hit, reach 5 ft.; one target.
Hit: 12 (1d8+5) bludgeoning damage.
Frayed wires and broken-off protrusions sprout from this mechanical construct. Some having missing arms, others missing hands and even a leg or two. One even has no head.
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