This plastic white spider-like automaton gives gifts to good cyber cultists and punishes those that are naughty. | |||||||||||
Large Construct (Quadruped) | |||||||||||
CR |
6 (2,400 Xp)
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Alignment |
Neutral
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Initiative |
+6
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Senses |
All Around Vision, Darkvision (120 feet), Perception -1
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Languages |
Leet
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Defenses | |||||||||||
AC |
12 (Natural Armor 9, Flat-footed 11
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HP |
74 hp
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Saves |
+2 Fort, +1 Will, +4 Ref
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Defensive Abilities |
Fast Healing: 3, Hardness 5
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Combat | |||||||||||
Space/Reach |
5 feet/10 feet
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Speed |
40 foot, 20 foot climbing
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BAB |
+8
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CMB/CMD |
+15/27
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Attack |
+13 Pincer (1d12+6)
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Full Attack |
+13/+8 Pincer (1d12+6)
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Special Attacks |
Present Launcher (+9 attack; 100 foot range increment; 1d8+6 damage)
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Abilities and Other | |||||||||||
Abilities | Str | Dex | Con | Int | Wis | Cha | |||||
22
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14
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---
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---
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8
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8
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+6
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+2
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-1
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-1
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Carrying Capacity (light/med/hv) |
440/880/1760 lbs
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Special Qualities |
Construct Traits
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Feats |
Combat Maneuver-Improved (Grappling, Trip), Cover behind Opponent, Grapple-Greater, Initiative-Improved
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Skills |
Athletics +15
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Environment |
Any, especially in Cybercult territory
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Groups |
Solitary, or with mooks dressed as cyber-elves
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Cybergiver
Combat Options
· The Cybergiver has a +17/+29 against grappling. If it successful Grapples, it will increase the Armor Class to +16, and reflex save to +6. It can perform two grapple sub options on that turn.
Feature Details
Present Launcher: The Cybergiver is armed with an air compressed cannon where it fires gifts to good little cultists. However, this weapon can fire a lethal shot of pretty much anything that will fill in its cannon. It is essentially a improved weapon launcher.
Tactics: If forced to defend itself, it will grapple its target and take it away. It will use its target for cover while it returns fire with its Present Launcher.
Knowledge
Appearance: This is a large white “spider-bot” with 6 leg, large pincers, and a present launcher on its abdomen. It usually wears a Christmas hat.
Common: The cybergiver gives presents and is a cherished event for the cybercult.
Unusual: They are usually repurposed for any holidays which the cybercult then repurposes. For example, a settlement that loves Halloween might end up with an orange cybergiver that may look like a giant pumpkin with spiderlegs that gives out sweets.
Secret: They are connected to the database of the cybercult which is transmitted via radio signal primarily to determine whose naughty or nice. However, it is also used to identify enemies of the cult and to request assistance.
Reveal with Knowledge check: Knowledge (technology): or
Tinkering at +5 DC. DC 11: Common knowledge, air gun.
DC 16: Unusual knowledge, increased speed feature and feat/.
DC 21: Secret knowledge.
Treasure
It carries up to 2,300 GB of presents.
A predecessor?
#drevrpg #d20 #apocalypse #monster #monsters #robot
#drevrpg #d20 #apocalypse #monster #monsters #robot
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