ARACHNID TURRET ROBOT (5th Edition Space Fantasy Monster)
For when you want to add a little "Pew pew pew!" to your space fantasy campaign.
ARACHNID TURRET
Large construct, unaligned
Armor Class 16 (armor plating)
Hit Points 52 (8d10+8)
Speed 40 ft., climb 40 ft.
Str 15 (+2) Dex 16 (+3) Con 12 (+1)
Int 10 (+0) Wis 10 (+0) Cha 10 (+0)
Skills Perception +2
Damage Immunity necrotic, poison, psychic
Condition Immunity poisoned, diseased
Vulnerability EMP
Senses darkvision 60 ft.; passive Perception 12
Languages Common
Challenge 4 (1,100 xp); Prof. Bonus +2
Circuitry. The arachnid turret has disadvantage on saving throws against effects that deal EMP or lightning damage.
Spider Climb. The arachnid turret can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
ACTIONS
Multiattack. The arachnid turret makes two blaster cannon attacks.
Blaster Cannon. Melee weapon attack: +5 to hit, range 100/400, one target. Hit: 17 (4d6+3) radiant damage.
Burst Fire. The arachnid turret sprays a 10-foot-cube area within 100 feet with shots. Each creature in the area must make a DC 13 Dexterity saving throw, taking 9 (2d6+3) radiant damage on a failed save, or half as much on a successful one.
Self-Destruct. If the arachnid turret is reduced to less than one-half its hit points maximum and is within 20 feet of a hostile target, it attempts to self-destruct. Each creature within 20 feet of it must make a DC 13 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much on a successful one.
Stomp. Melee weapon attack: +4 to hit, 5-ft. reach, one target. Hit: 6 (1d8+2) bludgeoning damage.
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