Difference between revisions of "SOTDL:Automatons"
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(Created page with "{{SOTDL/Creature | creature name =Tin Man | difficulty = 10 | size = 1 | frightening = | descriptor =automaton | special = | perception = 5 (-5) | special senses =darksight |...") |
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+ | [[Category:SOTDL Monsters|Automatons]] |
Revision as of 01:02, 19 July 2019
Tin Man | Difficulty 10 |
Size 1 automaton |
Perception 5 (-5); darksight |
Defense 13; Health 25 |
Strength 13 (+3), Agility 9 (-1), Intellect 5 (-5), Will 11 (+1) |
Speed 10 |
Immune damage from disease or poison; asleep, charmed, diseased, fatigued, frightened, poisoned |
Attack Options |
Fist (melee) +3 (2d6 damage) |
Drill (melee) +3 (1d6 damage [plus Puncture]) |
Puncture The target must make an Agility challenge roll. On a failure, it takes 1d6 damage and becomes impaired. If the target is already impaired, it instead takes 1d6 extra damage. The creature may take an action to end the impaired affliction. Healing any amount of damage also ends the impaired affliction. |
Orebot | Difficulty 5 |
Size 1/2 automaton |
Perception 5 (-5); darksight |
Defense 14; Health 12 |
Strength 14 (+4), Agility 12 (+2), Intellect 5 (-5), Will 11 (+1) |
Speed 10; climber |
Immune damage from disease or poison; asleep, charmed, diseased, fatigued, frightened, poisoned |
Attack Options |
Zap (melee) +4 (1d6+1 damage) |
Harpoon (short range) +2 with 1 boon (1d6 damage plus Attach) |
Attach The target must make an Agility challenge roll with 1 bane. On a failure, the orebot attaches itself to them. They are slowed, and when they move the orebot is moved with them. The affected creature or an adjacent ally can make a Strength challenge roll to remove the orebot, placing it in an adjacent space. |
Special Attacks |
Grind The orebot deals 2d6 damage to a target it is attached to. |