Gyro (3.5e Creature)

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Gyro

Size/Type: Small Construct (Vehicle)
Hit Dice: 4d10+10 (32 hp)
Initiative: +6
Speed: 60 ft. (12 squares)
Armor Class: 22 (+1 size, +6 Dex, +3 natural, +2 shield), touch 19, flat-footed 16
Base Attack/Grapple: +3/+1
Attack: Slam +5 melee (1d6+1)
Full Attack: Slam +5 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Missile barrage, run over, sensors
Special Qualities: Construct traits, damage reduction 5/adamantine, darkvision 60 ft., low-light vision shield
Saves: Fort +1, Ref +7, Will +1
Abilities: Str 14, Dex 23, Con —, Int —, Wis 10, Cha 1
Skills:
Feats: RunB
Environment: Any
Organization: Solitary or scouting wing
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Small)
Level Adjustment:


This construct appears to be little more than a large wheel wedged between two small mounted double gun platforms. It has extreme poise and maneuverability, able to turn like the wind, and unleashes small barrages of magical missiles at its foes.

A gyro's wheelbase is 3 feet in diameter, and it weighs roughly 200 pounds. Gyroes have an internal compartment centered within its wheelbase that is roughly 20 by 20 by 20 inches, sufficient space to serve as a cockpit for a creature of size Tiny or smaller. A gyro's top speed is roughly 34 miles per hour.

A TLV200 Gyro series sentry scout.

Combat

A gyro's many gyroscopes immediately correct its vertical position when external influences threaten to cause it to fall over.

Missile Barrage (Sp): As a standard action, a gyro can fire four small purple unerringly striking projectiles from its gun placements. This functions as a magic missile spell with effective caster level 7th and may be done at will.

Run Over (Ex): Gyroes may wheel over creatures that are Small or smaller. This is a melee touch attack dealing 1d6+3 bludgeoning damage. Against creatures of Medium or larger size, a gyro may still charge, although against such creatures this is a slam attack. This attack is considered secondary for a Gyro.

Sensors (Su): A gyro's sensors give its pilot a +4 competence bonus to Listen and Spot checks and allow it to make such checks in reaction to anything within range of the gyro's various modes of sight, regardless of direction or awareness and as long as the pilot or vehicle has line of effect. At a successful check against a creature or object, the pilot becomes immediately aware of it.

Shield (Su): A gyro has a personal shield, giving it a +2 deflection bonus to Armor Class. A gyro's shield has 20 hit points and has shield absorption 10. The first 10 points of damage from any attack are dealt to the shield. Damage over this amount is dealt to the shredder itself. The shield cannot absorb more damage than it has hit points at any time. When the shield collapses (has 0 hit points left), its deflection bonus to AC disappears until the shield gains at least 1 hit point. A gyro's shield regains 4 hit points per hour.

Skills: Due to its internal stabilizers, a gyro automatically succeeds in any Balance check made to prevent falling over.



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