I described these as “drider robots” to the PCs. They only ever saw them on monitor screens and never actually tangled with any.
Large construct (robot), neutral
Armour Class 17 (skymetal chassis)
Hit Points 220 (12d10 +60)
Speed 40 ft., climb 30 ft.
Str 22 (+6) Dex 17 (+3) Con 21 (+5)
Int 16 (+2) Wis 15 (+2) Cha 1 (-6)
Saving Throws Con +8, Wis +3, Cha +4
Skills Cybertheurgy +9, Perception +3
Damage Resistances cold and fire; 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 13
Challenge 10 (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.
Advanced Analytics. A director robot gains a bonus equal to its Intelligence bonus on all saving throws.
Combat Hardened. The director robot has reinforced armour that provides a measure of protection against attacks. The overlord has a damage threshold of 5. It reduces all damage by five.
Cling. A combination of magnetic pads and electrostatic emitters in its feet allow a director robot to climb and travel on vertical or horizontal surfaces without having to attempt Climb checks, even allowing it to traverse these surfaces while upside down.
Multiattack. The director robot can make two attacks of its choice. It may also use magnetic pulse whenever it is available.
Integrated Laser – evil eye. Range Weapon Attack: +7 to hit, range 120 ft.; one target.
Hit: 11 (2d10) radiant damage.
Machine Slam. Melee Natural Weapon Attack: +10 to hit, reach 10 ft.; one target.
Hit: 19 (2d12 +6) bludgeoning damage.
Tentacles. Melee Natural Weapon Attack: +10 to hit, reach 10 ft.; one target.
Hit: 12 (1d6 +6) bludgeoning damage and the target is grappled (Escape DC 16). Grappled creatures automatically suffer a constrict attack that deals 12 bludgeoning damage at the start of the director robot’s turn.
Electromagnetic Pulse (1/Day). A director robot can unleash an electromagnetic pulse that deals 18 (6d6) points of lightning damage to any robots or creatures with cybernetic implants within a 20-foot radius (Dexterity DC 16 half). This bypasses any active force fields or similar effects, but doesn’t harm other living creatures or the director robot. Any technological item within this radius is drained of 1d6 charges.
A humanoid torso and four spindly legs sprout from the top of this black-paneled orb. Buzzing mechanical tentacles churn and writhe below its bulk.
One thought on “DIRECTOR ROBOT”
Updated rollable version here:
You must log in to post a comment.