GUARDIAN OF BINOX
Medium Construct (robot), neutral
Armour Class 17 (reinforced skymetal frame)
Hit Points 97 (13d8 +39)
Speed 30 ft.
Initiative Speed +2 (Dex +2)
STR 16 (+3) DEX 14 (+2) CON 16 (+3)
INT 10 (+0) WIS 10 (+0) CHA 9 (-1)
Saving Throws Int +5, Wis +3, Cha +5
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons that aren’t adamantine.
Damage Immunities force, necrotic, poison, and psychic
Damage Vulnerabilities lightening
Condition Immunities charmed, frightened, paralyses, petrified, poisoned, stunned
Senses Darkvision 60 ft., passive Perception 10
Challenge 7 (2,900)
Burst Fire. Once per turn, the Guardian of Binox can deal an extra 14 (4d6) thunder damage to a creature it hits with a stun gun attack if that creature has already taken thunder damage that combat round.
False Flesh. A guardian of Binox gains a +10 bonus on Disguise checks to appear human.
Gift of the Machine God. As a creature of technology a guardian gains many damage and condition residences and immunities but they are also susceptible to lighting attacks.
Multiattack. The Guardian of Binox can make three machine slam attacks or two stun gun attack per turn.
Stun Gun. Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target.
Hit: 6 (1d6 + 3) thunder damage. On a critical hit the target must make a DC 14 Constitution save or be stunned for 1 minute.
Machine Slam. Melee Natural Weapon Attack: +9 to hit, reach 5 ft.; one target.
Hit: 7 (1d8 +3) bludgeoning damage.
This impassive humanoid has shiny, pale skin and an eerily expressionless face.