MU11Robots
MU11Robots
Advoid Actions
Small Construct (Robot) Slam - Melee attack: +5 to hit, reach 5 ft, one target,
1d6 + 3 Bludgeoning damage
Armor Class 14 (Natural, Light)
Hit Points 12 (2d6 + 4) Basics
Speed 0 ft, Fly 30 ft
Description: An Advoid is a small 2-3 foot sphere with
its entire surface covered in a plastic shell covering a
STR DEX CON INT WIS CHA video screen. It constantly has images and
advertisements from the Ancients flashing across their
10 (+0) 16 (+3) 15 (+2) 6 (-2) 13 (+1) 17 (+3) screen. They have loud speakers constantly blaring
attention seeking music and sounds that coincide with
Skills Performance +5, Persuasion +5 the advertisements.
Saving Throw Dexterity +5
Damage Immunity Poison, Psychic Programing Advoids were programmed to float around
Condition Immunities Blinded, Charmed, Deafened, a city and offer up to the minute advertising and
Frightened, Paralyzed, Impaired, Stunned information. Some were disguised as information
Senses Darkvision 60 ft, Passive Perception 11 providing robots that shifted into advertising like a
Challenge 1/4 ( 50 XP) possessed pop up demon. They remained near large
populations centers like monorail hubs or parks.
Advoids are not combative but with the absence of
Traits potential customers they have started to form groups
Rushing Charge - If the Advoid moves 20 feet in a or swarms that vie for customers in the countryside.
straight line then performs a Slam attack it does 2d6 They have abandoned the cities and now ram
additional Bludgeoning damage. individuals to gain their attention while overloading
them with advertisements.
Deft Flyer - When flying it does not draw attacks of Tech Level Tech V, 16 / 20 (2), Extended (3/3)
opportunity from moving.
Equipment They have no equipment beyond audio and
Dizzying Display - If a creature starts their turn adjacent video displays.
to an Advoid that they can see or hear they may make
an Intelligence saving throw with a DC of 13 or Combat: An Advoid or swarm of them will start to ram
become Impaired until they are no longer adjacent to people to gain their attention and then fly to another
the Advoid. customer if other Advoids are competing with them.
Cargo Handler Bullish - Double the carrying capacity of the handler.
Medium Construct (Robot)
Actions
Armor Class 15 (Natural, Medium) Slam - Melee attack: +10 to hit, reach 5 ft, one target,
Hit Points 44 (4d8 + 24) 1d8 + 8 Bludgeoning damage
Speed 20 ft
Basics
Description: Appearing with a humanoid torso sitting
STR DEX CON INT WIS CHA on a wide treaded wheelchair like body. Their arms end
26 (+8) 13 (+1) 22 (+6) 6 (-2) 13 (+1) 6 (-2) in 3 wide fingered and padded hands designed to lift
and move crates, barrels or pallets.
Skills Athletics +10 Programing Programmed to safety handle loads and
Damage Immunity Poison, Psychic carry loads as needed. Often used more for moving
Condition Immunities Blinded, Charmed, Deafened, houses or furniture than warehouses who use other
Frightened, Paralyzed, Impaired, Stunned specialized robots. This one is programmed to operate
Senses Passive Perception 11 in more human surrounding environments more so
Challenge 2 ( 450 XP) than industrialized areas.
Tech Level Tech V, 16 / 20 (4), Extended (3/3)
Traits
Equipment They are at times equipped with tools used
Force Beam - A Cargo Handler has a series of force field for moving such as fasteners, prybars etc.
generating emitters that allow them to lift up to 500
lbs at a distance of up to 60ft. They also use this field Combat: Not really capable of aggressive action they
to stabilize loads as they lift them. would require reprogramming or faulty programming
to become dangerous or willing to fight.
Cargo Handler, Heavy Bullish - Quadruple the carrying capacity of the handler.
Large Construct (Robot)
Actions
Armor Class 18 (Natural, Heavy) Slam - Melee attack: +12 to hit, reach 5 ft, one target,
Hit Points 72 (6d10 + 36) 2d8 + 10 Bludgeoning damage
Speed 30 ft
Basics
Description: Appearing with a humanoid torso sitting
STR DEX CON INT WIS CHA on a wide treaded wheelchair like body. Their arms end
30 (+10) 13 (+1) 22 (+6) 6 (-2) 13 (+1) 6 (-2) in 3 wide fingered and padded hands designed to lift
and move crates, barrels or pallets.
Skills Athletics +12 Programing Programmed to safety handle loads and
Damage Immunity Poison, Psychic carry loads as needed. Often seen in warehouses and
Condition Immunities Blinded, Charmed, Deafened, other heavy transportation needs like a port or
Frightened, Paralyzed, Impaired, Stunned distribution area. It is heavy enough to move tractor
Senses Passive Perception 11 trailer box cars for short distances.
Challenge 4 ( 1,100 XP)
Tech Level Tech V, 16 / 20 (4), Extended (3/3)
Traits Equipment They are at times equipped with tools used
for moving such as fasteners, prybars etc.
Force Beam - A Cargo Handler has a series of force field
generating emitters that allow them to lift up to 2000 Combat: Not really capable of aggressive action they
lbs at a distance of up to 60ft. They also use this field would require reprogramming or faulty programming
to stabilize loads as they lift them. to become dangerous or willing to fight.
Companion Bot Actions
Medium Construct (Robot) Slam – Melee attack: +4 to hit, reach 5 ft, one target,
1d6 + 2 Bludgeoning damage
Armor Class 13 (Natural, Light)
Hit Points 21 (3d8 + 6) Basics
Speed 30 ft
Description: Human in appearance but not human. Too
human in appearance seemed to upset people. They
STR DEX CON INT WIS CHA are individually decorated according to their owner’s
needs. Some were purchased by corporations and
14 (+0) 11(+0) 15(+2) 14 (+2) 13 (+1) 16 (+3) programmed as information desk helpers, tour guides
and other service focused areas.
Skills Insight +3, Persuasion +5
Saving Throw Charisma +5 Programing A companion bot is programed for that
Damage Immunity Poison, Psychic purpose to serve as a companion to a person or family.
Damage Resistance Fire, Cold They can do light housekeeping, baby sitting and other
Condition Immunities Blinded, Charmed, Deafened, not too specialized jobs.
Frightened, Paralyzed, Impaired, Stunned Tech Level Tech V, 14 / 18 (2), Extended (3/2)
Senses Passive Perception 12
Challenge 1 ( 200 XP) Equipment Most have a recorder, communicator and
tools one would expect from a secretary. Others with
specialized programs such as a Tour guide may also
Traits have holographic projectors and other tour aids.
Companionable - Companion Bots have programing to Combat: Barely capable of aggressive action their only
help and assist humans. They gain advantage whenever combat training is self-defense of their owners. They
dealing with Humans / Civilized folks on Charisma punch and do little that has any sophistication.
attribute checks and Insight checks.
Disaster Bot Tentacle - Melee attack: +10 to hit, reach 10 ft, one
target, 1d10 + 7 Bludgeoning damage
Medium Construct (Robot)
Laser - Ranged Attack: +4 to hit, range (60/240) ft, one
Armor Class 20 (Natural, heavy) target, 5d6 + 1 radiant damage. Close weapon
Hit Points 90 (10d8 + 40)
Speed 10 ft, Fly 50 ft. (Hover) Vibro Chain Saw - Melee attack: +10 to hit, reach 5 ft,
one target, 5d6 + 7 Slashing damage
Force Beam - (Recharge 4-6) - The Disaster robot
STR DEX CON INT WIS CHA chooses up to 3 targets it can see (or sense) within 60
24 (+7) 13 (+1) 18 (+4) 14 (+2) 16 (+3) 13 (+1) ft. Those targets make a Strength saving throw with a
DC of 18 or take 3d6 Bludgeoning damage and are
Skills Ancients +5, Engineering +8, Medicine +6, pushed 10 feet and knocked Prone.
Perception +6 Extinguisher Cloud - (Recharge 6) - The Disaster robot
Saving Throw Strength +10, Dexterity +4, Constitution can create a cloud that heavily obscures in a cloud that
+7 is in a 20 foot radius cloud whose origin is adjacent to
Damage Immunity Poison, Psychic the robot any fires are extinguished.
Damage Resistance All
Condition Immunities Blinded, Charmed, Deafened, Basics
Frightened, Paralyzed, Impaired, Stunned Description: A oddly circular robot about 4 feet in
Senses Blind sight 60 ft, Darkvision 120 ft, Life diameter and 3 foot high with a slightly larger disk on
Detection 30 ft, Tremor sense 120 ft, Passive top. Around its edges are two tentacles, two laser
Perception 21 turrets and two sets of mechanical arms. Under the
Challenge 8 ( 3,900 XP) disk is the housing for multiple sensors.
Programing The Disaster robot is dedicated to saving
Traits human lives and to prevent property damage during
Superior Sensors - Disaster Robots have enhanced multi times of emergency. They respond to fires, floods, and
spectrum sensors. They have Advantage on Perception any man made or natural disaster. They can usurp local
checks. robots to aid in an emergency. It has some interaction
ability usually in asking questions at the scene or
Force Beam - A Disaster robot has a series of force field helping the injured.
generating emitters that allow them to lift up to 2000 Tech Level Tech V, 16 / 22 (2), Extended (4/2)
lbs at a distance of up to 30ft. They also use this field
to stabilize loads as they lift them. Equipment Medikit 20 uses that heal 4d6 + 10 each.
Spot lights, sonar and ultra sound sensors including
Bullish - Double the carrying capacity of the Robot ground penetrating. Fire extinguishers,
Commanding Presence - The Disaster robot has Combat: Disaster robots have little in the way of
authority over many other robots having the equivalent combat training though they are capable of defending
of an emergency ID when in an emergency. The other themselves and others. They have a limited set of
robots, except for those of the highest security combat protocols mostly designed to deal with unruly
clearance, must obey their commands. people at the scene or looters. In especially bad areas
they come equipped with stun guns as well wielded by
Actions the two arms.
Multiattack – Make two tentacle attacks, two laser
attacks, and a Vibro Chain saw attack
Ecobot Chain Saw - Melee Attack: +6 to hit, reach 5 ft, one
target, 4d6 + 4 Slashing damage
Medium Construct (Robot)
Scythe - Melee Attack: +6 to hit, reach 5 ft, one target,
Armor Class 14 (Natural, Light) 2d6 + 4 Slashing damage
Hit Points 36 (6d8 + 6)
Speed 40 ft Basics
Description: Appearing basically humanoid but with an
elongated torso holding a second set of arms. It's torso
STR DEX CON INT WIS CHA contains a slight enlargement as it is used to store
18 (+4) 16 (+3) 13 (+1) 8 (-1) 15 (+2) 13 (+1) seeds, fertilizer or anything else it needs for its current
job.
Skills Nature +6 Programing It is designed to monitor and care for the
Damage Immunity Poison, Psychic environment. It is usually found monitoring forest,
Condition Immunities Blinded, Charmed, Deafened, fields and large areas as it is too heavy duty to be used
Frightened, Paralyzed, Impaired, Stunned for small gardens or areas. It can be found maintaining
Senses Darkvision 60 ft, Passive Perception 12 city parks, zoos etc.
Challenge 2 ( 450 XP)
Tech Level Tech V, 16 / 22 (2), Extended (4/2)
Traits Equipment Spotlights and gardening tools. Soil
samplers and plant analysis gear. Sprayers for chemicals
Analyzer's - An Ecobot can analyze the environment etc.
including the soil.
Combat: While not designed for combat the Ecobot
has minor programming for dealing with wild animals
Actions hence the stun gun it has installed. It will move
Slam – Melee attack: +6 to hit, reach 5 ft, one target, through stunning methodically and trying to capture
1d6 + 4 Bludgeoning damage the enemy. It can use its melee weapons if forced to do
so by being surrounded and pressed.
Stun Gun - Ranged attack: +5 to hit, range (60/240) ft,
one creature, creature may make a Constitution saving
throw with a DC of 20 or be Stunned for 1 minute.
Creatures may repeat the save at the end of their turn.
STR DEX CON INT WIS CHA Programing Designed to deal with everyday household
task such as cleaning and performing chores such as
14 (+2) 14 (+2) 12 (+1) 14 (+2) 14 (+2) 12 (+1) shopping. They may also be programmed to act as
butlers or valets.
Skills Domestic Task +4 Tech Level Tech V, 14 / 20 (2), Extended (4/2)
Damage Immunity Poison, Psychic
Condition Immunities Blinded, Charmed, Deafened, Equipment House hold cleaning supplies, Small tool kit,
Frightened, Paralyzed, Impaired, Stunned Personal cleaning kit
Senses Passive Perception 12 Combat: : Only capable of self-defense combat and
Challenge 1/2 ( 100 XP) defending its owners. It has very limited combat
options. If properly programmed can become
Actions proficient in other weapons. It can use anything
designed for use by humans.
Industrial Bot Laser - Ranged attack: +6 to hit, range (60/240) ft, one
target, 5d6 + 2 radiant damage. Close weapon
Huge Construct (Robot)
Basics
Armor Class 20 (Natural, Heavy)
Description: A large box like treaded robot. It has two
Hit Points 110 (10d12 + 40)
long tentacles that are on slotted track allowing them
Speed 20 ft
to shift and move around the body. The lasers are used
for delicate work and are mounted on a similar track
STR DEX CON INT WIS CHA system. The interior of the robot has a large cargo bay.
26 (+8) 14 (+2) 18 (+4) 10 (+0) 12 (+1) 6 (-2) Programing The Industrial robot is designed for heavy
industrial work including moving equipment and
Skills Engineering +8 testing products. They are sometimes programmed as
Saving Throw Strength + 12, Constitution +8 part of an assembly line or other special purpose. They
Damage Immunity Poison, Psychic are highly safety orientated and place a high value on
Damage Resistance Bludgeoning, Cold, Fire, Lightning, property trying to prevent it from being damaged.
Thunder, Piercing, Slashing Tech Level Tech V, 18 / 24 (4), Extended (6/2)
Condition Immunities Blinded, Charmed, Deafened,
Frightened, Paralyzed, Impaired, Stunned Equipment Equipped with safety gear and fire
Senses Dark Vision 60 ft, Passive Perception 11 extinguishers. Those with specific task may have a
Challenge 10 ( 5,900 XP) number of other pieces of equipment such as
industrial cleaners, sonic scrubbers etc. They may also
have specialized tool sets such as Plasma welders and
Actions Vibro blades.
Multiattack – Make two tentacle attacks, one claw Combat: Not especially designed for combat. Those
attack and two laser attacks that have additional equipment such as saw blades and
sonic cannons will know how to use them proficiently.
Tentacle - Melee attack: +12 to hit, reach 15 ft, one They tend to be defensive fighters if forced trying to
target, 3d10 + 8 Bludgeoning damage shield or protect property as best it can.
Claw - Melee Attack: +12 to hit, reach 10 ft, one target,
3d10 + 8 Slashing damage. If damaged by the Claw the
target may make a Strength saving throw or be
Grappled by the claw, while grappled they are
Restrained.
Medi bot (Coffin Bot) Render Aid – The Coffin bot can heal 5d10 Hit points.
Large Construct (Robot) It cannot do so again to the same individual until they
have a short rest.
Armor Class 18 (Natural, Light)
Hit Points 80 (10d10 + 20) Basics
Speed 20 ft, Fly 50 ft (Hover) Description: Looking much like a steel coffin its outer
edge has 4 mounted arms and two claws. These are
used to anchor it and help it maneuver if needed or as
STR DEX CON INT WIS CHA a motive form if anti-gravity flight is ill advised or not
20 (+5) 18 (+4) 14 (+2) 18 (+4) 18 (+4) 18 (+4) possible. The Force field forms a bubble above the
coffin and can be made to be solid enough air does not
Skills Medicine +6, Perception +6, Persuasion +6 pass through as the Med bot has an on board oxygen
Damage Immunity Poison, Psychic supply.
Condition Immunities Blinded, Charmed, Deafened, Programing To give aid and comfort to all injured
Frightened, Paralyzed, Impaired, Stunned people.
Senses Bind sight 60 ft, Life force detectors with a
range of 240 ft, Passive Perception 16 Tech Level Tech V, 18 / 26 (4), Extended (6/2)
Challenge 4 ( 1,100 XP) Equipment The Med Bot has extensive medical
scanners and equipment. It is as well-equipped as any
Traits mobile surgical platform. It also has an array of drugs
and anti-toxins etc to care for the wounded.
Force Field - A force field equal to 30 pts that regains 5
pts each round. If expended cannot be reactivated Combat: Unless severely reprogrammed is incapable of
again for 1 minute. harming others. However if it has been reprogrammed
it has a number of vibro scalpels, short range laser
Medical Expertise - Has advantage on Medicine Checks, cutters and other elements it can draw on to fight as
due to programming and advanced sensors. well as the four limbs capable of using one handed
weapons.
Actions
Pleasure Robot Human Like - The Pleasure Bot has advantage on any
checks to appear human
Medium Construct (Robot)
Damage Immunity Poison, Psychic Programing Utility robots have a number of purposes.
Condition Immunities Blinded, Charmed, Deafened, They can operate simple machines if programmed to
Frightened, Paralyzed, Impaired, Stunned do so. They are designed to be extremely modular and
Senses Passive Perception 8 are programmed with that in mind. Used as simple
Challenge 1/4 ( 50 XP) workers, inspectors, clerks etc.
Tech Level Tech V, 14 / 18 (2), Extended (5/1)
Traits Equipment Usually it has no extra equipment unless
Adaptable - Utility robots are often programmed with needed for a specific task such as a kit it is
one or two specific skills / kits. Assign an appropriate programmed in.
skill or kits for its programmed purpose. It is designed Combat: Noncombatant actually just allowing itself to
for ease of programming. be attacked and not acting unless directed to by a
higher authority or being reprogramed for combat.