These guys didn’t get much action in my game. First one was overwhelmed by my players and the others were turned off. Oh well. For your DM’ing pleasure.
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.
Medium Construct (robot), neutral
Armour Class 17 (light skymetal plating)
Hit Points 58 (9d8+18)
Speed 10 ft., fly 60 ft.
Str 16 (+3) Dex 13 (+1) Con 14 (+2)
Int 10 (+0) Wis 10 (+0) Cha 10 (+0)
Skills Perception +2, Survival +5
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons that aren’t adamantine.
Damage Immunities force, necrotic, poison, psychic
Damage Vulnerabilities lightning
Condition Immunities charmed, frightened, paralysed, petrified, poisoned, stunned
Senses Darkvision 60 ft., passive Perception 12
Challenge 3 (700 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 Tracker. As a full-round action, a collector robot can adapt itself to any environment in which it travels, granting it advantage on initiative checks and Knowledge (geography), Perception, Stealth, and Survival checks while in that kind of terrain.
Integrated Tracking. A collector robot has integrated systems that allow it to tag and track creatures. As a full-round action, a collector robot can implant a tracker chip into the body of a target that it is grappling or a helpless target. Once implanted, the tracker chip is activated and the collector robot’s chipfinder can detect the presence of the implanted tracker chip within 1 mile. It uses a signal to locate the tracker chips, and this signal can be blocked by 1 foot of metal, 5 feet of stone, or 20 feet of organic matter. A tracker chip can be removed with a sharp tool. Doing so deals 1 point of damage. Once an implanted tracker chip is removed from the body (or remains in a body after it dies) it retains enough energy to continue to be detected by the collector robot’s sensors for 1 week.
Reactive Gyros. The rotors that grant a collector robot flight also provide quick reactions to threats and external stimuli, granting it advantage on Dexterity on saving throws.
Multiattack. The collector can make two slam attacks and one stun gun attack.
Machine Slam. Melee Natural Weapon Attack: +5 to hit, reach 5 ft.; one target.
Hit: 7 (1d8+3) bludgeoning damage.
Integrated Stun Gun. Ranged Weapon Attack: +3 to hit, range 100/400 ft.; one target.
Hit: 5 (1d10) non-lethal sonic damage. If the target is a creature it must succeed on a DC 13 Strength saving throw or be knocked prone as the collector trips the target.
If a creature engaged in combat with (or near) the collector is knocked prone as a immediate reaction the collector may attempt to entangle the target with a polymer mesh net. The collector has advantage on this attack roll.
Polymer Mesh Net. Ranged Weapon Attack: +3 to hit, range 30 ft.; one target.
Hit: Restrained. A Large or smaller creature hit by a net is restrained until it is freed. A creature can use its action to make a DC 12
Strength check, freeing itself or another creature within its reach on a success. Dealing 10 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.
Art credit for banner: NicolasRGiacondino
Art credit for robot: Paizo Publishing