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ROBOTS AND ANDROIDS: Gearsman MK II

GEARSMAN MK. IIUntitled-5
Large Construct (robot), neutral

Armour Class 20 (reinforced skymetal plating)
Hit Points 138 (12d10 +60)
Speed 20 ft.

Str 24 (+7)        Dex 18 (+4)       Con 21 (+5)
Int 12 (+1)         Wis 15 (+2)        Cha 1 (-6)

Saving Throws Con +8, Wis +3, Cha +4
Skills Athletics +9, Perception +3
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 14
Languages Gothic
Challenge 8 (3,900 XP)

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.

Adaptive Learning. A gearsman can automatically gain skills, proficient and feats as needed though it can only have one new ability active at any given time.

Charge Weapon. Any metal melee weapon wielded by a gearsman becomes charged with lightening and deals +1d6 points of lightening damage on a hit.

Overcharge Energy Weapon. Any energy weapon wielded by a gearsman mk. II can be overcharged at the cost of 1 extra charge per extra die increase.

Durable Frame. The gearsman’s advanced robotic frame provides a measure of protection against attacks. When an attacker hits the gearsman, it must roll damage dice twice and take the lower of the two results.

Self-Repair (Recharges after Long Rest). A gearsman’s nanites heal it of damage at the rate of a number of hit points per hour equal to its Hit Dice (9 hit points per hour for most gearsmen mk II). Up to once per day, as a full-round action, it can heal any robot it touches of 4d6 points of damage—if a gearsman uses this ability on itself, it automatically heals itself of the maximum amount of damage: 24 points.

ACTIONS                                  
Multiattack. The gearsman can makes two machine slams or two lasgun attacks.

Overcharged Timeworn Lasgun. Range Weapon Attack: +9 to hit, reach 60/240 ft.; one target.
Hit: 16 (4d6 +4) radiant damage.  Uses 3 charges per shot.

Machine Slam. Melee Natural Weapon Attack: +9 to hit, reach 10 ft.; one target.
Hit: 25 (3d12 +7) bludgeoning damage.

DESCRIPTION
This hulking humanoid robot was recovered by the Lord-Captain of Divinity and used to supplement his security force. Though the Technic League call them gearsmen, Drub knew them for what they really were – The Iron Men from the Dark Age of Technology. They appear as coppered burnished armoured men though time has corroded many of them so they appear almost rust coloured. They were loyal servitors to the Captain until the attack on the ship caused Unity 2.0 to go insane and ordered them to exterminate or biological life on the ship.

This particular model is an upgrade and wields a lasgun rifle with one hand.

Gear timewornTG laser rifleTG (20 charges)

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  1. Pingback:From the Diary of Sylvanus the Monk: Iron Gods Session 30 & 31 | The Lazy Dungeon Master

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