Kidnapper (Metal Gear Supplement)
Kidnapper[edit]
Small construct, unaligned Armor Class 14 (natural armor)
Saving Throws Dex +4, Wis +6 Clunky. If the kindapper is knocked prone, it takes 2 (1d6 - 1) bludgeoning damage. ACTIONSAutomatic Rifle. Ranged Weapon Attack: +4 to hit, range 60/600 ft., one target. Hit: 11 (2d8 + 2) piercing damage 2 (1d4) times. Must be reloaded as a bonus action after 10 shots, can be reloaded up to 3 times. Grapple Arm. One creature that is Medium or smaller within 20 ft. of the kidnapper must make a DC 12 Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). On a failure, they are restrained and move in relation to the kidnapper when it moves. The target or a creature touching the target may retry this saving throw as an action, ending this effect early on a success. As a bonus action, the kidnapper can move a creature restrained in this way 5 ft. closer to or farther from it to a maximum of 20 feet.
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Developed by Peace Sentinel, a CIA-backed mercenary company, during their 1974 invasion of Costa Rica, kidnappers are a class of unmanned combat areal vehicle designed to acquire POWs and provide covering fire to Peace Sentinel forces from otherwise inaccessible angles. However, their design proved far too costly for Cold War-era technology, with just over 100 being produced prior to Peace Sentinel's destruction and each deployment costing hundreds of dollars in rearmament and repairs. |
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