SOTDL:Automatons

From Trad Games Wiki
Revision as of 01:02, 19 July 2019 by Fuego Fish (talk | contribs)
Jump to navigation Jump to search
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.