Automata

Automata: Programmed.

Immune to damage and effects caused by INT or WIL saves.

small minion
60
  • Payload.

    AOE reach 2, DC 10 DEX save or 4d20+4 solar, half on save, none on 20+ save. Using this attack kills the Bomb Shank, and it is automatically triggered death.

small minion
60
  • Turret.

    1d6 Arc. Range 8.

Lvl 1 small - Controller
M6020
Duskfield.

Enemies within reach 4 are Slowed. If they end their turn within reach they become Frozen (petrified) on a failed DC 11 STR save.

  • Cryo Turret. Stasis.

    Range 8. On crit: Slowed

Lvl 2 small - Striker
M6027
Aggressive.

Can fly 3 spaces after attacking.

  • Repeater Turret.(2x) Kinetic.

    Range 8, Vicious if both attacks go to the same target.

Lvl 3 small - Ranged
M6033
Deadeye.

Can trade half speed for advantage on next ranged attack.

  • Wire Turret. Arc.

    Range 16, Sniper: designates a target, then deals damage at the end of that target’s turn if still within line of sight or range.

Lvl 4 huge swarm (small creatures)
609
Swarm.

Can enter the space of other creatures. When damaged, reduce HP by 1. AoE attacks reduce HP by 2.

  • Turret Barrage. xHP Arc.

    Cone 8.

Lvl 6 Defender
M4054
Reinforced Shell.

Crits don't ignore armor. Attackers can gain disadvantage to ignore this effect.

  • Rapid Fire Turrets.(2x) Void.

    Range 8, Advantage 1.

Lvl 11 large - Ambusher
M5784
Dormant Form.

Invisible until attacking.

Choose two.
  • Leaping Pin.

    (1/turn) Fly 4, then 4d10 Kinetic. On hit: target is grappled (escape DC 14) and prone.

  • Minigun. Kinetic..

    Range 8.

  • Micromissile Turret. Arc.

    Range 10, AOE reach 3.

Lvl 13 huge - Support
H4132
Reinforced Plating.

Reduces all incoming damage by 10.

Core Cooling.

When Bloodied (66 HP) becomes Incapacitated for 1 round, then at the start of its next turn deals 4d20+12 Arc, Reach 6, Knockback 6.

Choose two.
  • Nose Repeater.(2x) Arc.

    Range 8, Vicious.

  • Missile Pod.(3x) Arc.

    Range 16 (min 6), AOE reach 12, DC 15 DEX save. Missiles must land at least 2 spaces apart.

  • Battle Cannon.(1/turn) Solar.

    Range 20 (min 8), AOE reach 2.

  • Shank Synthesis.

    (1/turn) summons 4 Shank minions within reach 4.

  • Mine Deployment.

    (1 use) drops 2d10 Web Mines within reach 6.

Occasionally retrofitted to be piloted by a Captain.

Lvl 16 huge - Aoe
H4156
Ablative Shell.

Bloodied at 89 HP. While not bloodied, reduces all damage by 10. After being Bloodied, armor becomes Medium but gains a Fly speed 8.

Choose two.
  • Electrocucion Bolt Turret. Arc.

    Range 12. On crit: Dazed.

  • Fiery Burst.(1/turn) Solar.

    AOE reach 3, knockback 6.

  • Death Cannon. Void.

    Range 8, AOE reach 3.

  • Spitfire Missiles.(3x) Solar.

    Range 16 (min 6), AOE reach 2, DC 16 DEX save. Missiles must land at least 2 spaces apart.

  • Annihilation Blaster. Solar.

    Bloodied only, Line 3x12.

BLOODIED:

Occasionally retrofitted to be piloted by a Captain.