As part of a cache from an ancient human colony Lord-captain Kinker Drub discovered the find of a century – a working robot manfactorim from the Dark Age of Technology. Though Drub knows the location of the manufactorim he is long dead and the remaining robots on the Divinity are irreplaceable and also heretical. Fortunately he had the foresight to include repair droids as part of the Divinity’s cohort of robots so there is a limited ability for repair and salvage. But time – and the Mind Flayer Space Machine – has not been kind to these machines. And without the guiding light of the Machine Spirit they will attack humans, sometimes, and any “xenos” race – like elves, dwarves etc. on sight.
Armour Class 13 (light skymetal body)
Hit Points 50
Str 9 (+0) Dex 13 (+1) Con 10 (+0)
Int 10 (+0) Wis 12 (+1) Cha 1 (-4)
Skills Engineering +5
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 11
Challenge 1/2 (100)
Gift of the Machine God. As a creature of technology gearsman gain many damage and condition residences and immunities but they are also susceptible to electrical attacks.
Fragile. When badly damaged, arachnid robots function poorly. An arachnid robot reduced to fewer than half its maximum hit points is staggered and moves at half speed. Further damage may cause the robot to explode.
Explode. If an arachnid robot is destroyed or takes damage while below half its maximum hit points, it must attempt a Fortitude saving throw with a DC equal to the amount of damage taken. If it fails, the robot explodes, dealing 2d4 points of plasma damage to all targets in a 10-foot-radius burst (Dexterity DC 13 half). Half the damage dealt by plasma is fire damage, and half is electricity damage. This destroys the robot if it was still animate.
Plasma Torch. Ranged Weapon Attack: +3 to hit, reach 15 ft.; one target.
Hit: 4 (1d6+1) plasma damage.
Plasma Torch – Overload (recharge on 5 or 6). Ranged Weapon Attack: +3 to hit, reach 15 ft cone.; multiple targets (2 targets).
Hit: 5 (1d8+1) plasma damage Dexterity 13 save for half damage.
This dog-sized, spiderlike robot has a plasma torch mounted on a stinger-like limb and gripping claws on its forelegs.
Ubiquitous pets of Numerian technologists, arachnid robots also serve as sentinels and spies. Arachnid robots come equipped with a plasma welding torch that resembles a scorpion’s tail stinger and doubles as a weapon. Under stress, an arachnid robot’s plasma core can overload, destroying the robot in a fiery blast. This tendency inspired the practice of using the robots as suicide drones. An arachnid robot is intelligent enough to have a sense of self-preservation, however, and one can be made to undertake such a mission only through trickery.
Despite their scorpion-like appearance, arachnid robots’ ability to use their claws as an additional pair of legs when climbing or moving quickly has earned the robots the name “spiderbots” among Kellid natives. Their small size makes them the most likely robots to be found outside of Numeria, as they are the ones most easily smuggled past watchful Technic League agents.