My party saw one of these hunting fugitives in the Killbox and were suitably terrified of the thing. They managed to hack the lift and with elevator music playing in the background the door opens and two myrmidons are waiting one launching a rocket blast in to the lift ending the song. The short fight was great as I left the music playing the background and described everything happening in slow motion with no sound.. except for the elevator music.
Once they finally faced off against a pair in the basement of the Technic League they had Casandalee take one over and Charisma cast infuse robot and took control of the other one. By this stage of the adventure their resources were strained so they sent the infused robot off to take on the two kyton guards outside the H2 the area Gryne was and the Ozmyn had retreated from and used the secret door to surprise them with Casandalee Myrmidon leading the way.
When I built these guys I wanted them to be whirling death machines. No big attacks like the Battleguards but lots of small attacks.
Large Construct (robot), neutral
Armour Class 20 (heavy reinforced skymetal plating)
Hit Points 250/55 (12d10 +60) plus force field
Speed 20 ft., fly 90 ft.
Str 30(+10) Dex 19 (+4) Con 21 (+5)
Int 16 (+3) Wis 18 (+4) Cha 5 (-4)
Saving Throws Con +11, Wis +6, Cha +7, +3 in all others.
Skills Athletics +9, Perception +3
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons that aren’t adamantine.
Damage Immunities necrotic, poison, and psychic
Damage Vulnerabilities lightening
Condition Immunities charmed, frightened, paralysed, petrified, poisoned, and stunned
Senses Darkvision 60 ft., passive Perception 14
Languages Gothic, Common
Challenge 12 (5,900 XP)
Gift of the Machine God. As a creature of technology robots gain many damage and condition resistances and immunities but they are also susceptible to electrical attacks.
Combat Hardened. The myrmidon’s advanced robotic frame provides a measure of protection against attacks. The robot has a damage threshold of 5. It reduces all damage by ten per attack.
Force Field. A shimmering field of energy encases the myrmidon, granting it 55 bonus hit points. All damage dealt to the robot is deducted from these hit points first. As long as the force field is active, the myrmidon is immune to critical hits. This force field recharges to full strength at the start of the myrmidon’s turn, but once its hit points are reduced to 0, the force field shuts down and doesn’t reactivate for 24 hours. An EMP weapon that strikes the shield will bring it down so long as some damage is done to the shield.
Resilient. Myrmidon robots receive a +3 racial bonus on all saving throws (included).
Superior Optics. A myrmidon robot sees invisible creatures or objects as if they were visible.
Combined Arms. The myrmidon is a whirl of robotic fury – it makes one integrated laser attack, two quantum lash attacks as well as two vice attacks. When available it also launches a rocket strike.
Integrated Laser – eye. Range Weapon Attack: +10 to hit, range 120 ft.; one target.
Hit: 9 (2d10 +4) radiant damage.
Quantum Lash. Melee Weapon Attack: +10 to hit, reach 20 ft.; one target.
Hit: 9 (1d10 +4) force damage. This weapon scores a critical hit on a 19 or 20. It also cancels force affects like wall of force.
Vice. Melee Natural Weapon Attack: +10 to hit, reach 10 ft.; one target.
Hit: 13 (1d6 +10) piercing damage and the target is grappled (Escape DC 20). Grappled creatures automatically suffer a constrict attack that deals 13 damage at the start of the myrmidon robot’s turn.
Rocket Strike (Natural Even Roll). As a standard action, a myrmidon can fire a rocket to a range of 800 feet. A rocket explodes on impact in a 30-foot-radius burst, dealing 21 (7d6) points of bludgeoning damage to all creatures in the area (Dexterity DC 20 half). The robot carries a maximum of five rockets at any one time, and can replenish fired rockets at a rate of one per 12 hours, crafting new rockets from scrap metal and other collected components.
This metallic creature has pincer-tipped arms and a single red eye–it flies with eerie grace via blasts of fire from its back.
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