Malfunctioning Defense Robot[edit]
Malfunctioning Defense Robot Level 2 Elite Brute
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Large Terrestrial Animate (Robot) XP 200
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HP 72; Bloodied 36
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Initiative +0
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AC 13; Fortitude 14, Reflex 12, Will 11
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Perception +2
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Speed 5
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Darkvision
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Immune toxic Resist 5 electric, 5 ion
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Saving Throws +2;
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Standard Actions
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Slam (Physical)♦ At-Will
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Attack: Reach 2 (one creature); +6 vs. AC;
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Hit: 1d10 + 4 physical damage.
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Overload Burst (Physical)♦ Encounter
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Attack: Close burst 2; +4 vs. Reflex
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Hit: 2d6 + 4 electric damage, and the target is dazed until the end of the malfunctioning defense robot's next turn.
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Free Actions
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Elite Action ♦ Encounter
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Requirement: It is the malfunctioning defense robot's turn.
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Effect: The malfunctioning defense robot takes an extra standard action during that turn.
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Triggered Actions
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Circuit Frenzy ♦ Encounter
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Trigger: when first bloodied
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Effect: (Immediate Interrupt): The malfunctioning defense robot makes two slam attacks.
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Str 18 (+4)
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Dex 10 (+0)
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Wis 8 (-1)
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Con 16 (+3)
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Int 3 (-3)
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Cha 6 (-2)
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Equipment —
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Malfunctioning Defense Robot
"In a world where perfection is manufactured, the most dangerous foe is a creation that's forgotten its purpose." - Kiera Vex, Cybernetic Salvager
Once a stalwart guardian of now-obsolete military installations, the malfunctioning defense robot shambles through decrepit corridors, attacking anything that moves with erratic bursts of its overloaded circuitry. Its heavy frame and unpredictable assaults make it a formidable, if not misguided, adversary.
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