Technic Collector Bot

Technic Collector Bot #

Collector Bots are designed for one purpose – collect and study everything. These peaceful constructs don’t pose much of a mortal threat, since its stun gun is used solely to incapacitate a target, the only potentially lethal part is its claw slam, and even that would be accidental unless the bot is malfunctioning.

When it comes to living creatures, the bot’s primary directive is “catch, tag, and release,” using its claw slam to catch its target so that it can inject a tracking chip under the skin, then release it to observe and record its behaviors, and finally catch it later for additional study.


Technic Collector Bot (Untested) #

Medium construct, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 31 (2d10 + 20)
  • Speed 10 ft, flying 60 ft

STRDEXCONINTWISCHA
17 (+3)17 (+3)10 (+0)12 (+1)14 (+2)1 (-4)

  • Initiative +7
  • Skills Perception +8, Stealth +5, Suvival +4
  • Damage Vulnerabilities lightning
  • Damage Resistances psychic
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft, passive Perception 8
  • Languages Androffan
  • Challenge 3 (700 XP)

Multiattack. The collector bot can attack with both arms.

Integrated Tracking Chip. The collector bot can use its turn to implant a tracking chip into a grappled or incapacitated target, which the bot can use to return to the target. The chip can be removed with a sharp tool, causing 1 point of damage.

Reactive Gyros. The collector bot’s gyroscopic rotors grant it quick reflexes to avoid danger, granting it +3 to defensive Strength and Dexterity checks and saving throws.

Actions #

Slam. Melee Weapon Attack: +5 to hit, reach 10ft., one target. Hit 6 (1d4 + 3) bludgeoning damage

Stun Gun. Ranged Weapon Attack: +5 to hit, Range 20 ft, one target. Hit 4 (1d8) lightning damage. Non-lethal. If the target is not reduced to 0hp, it must make a DC 10 constitution save or be stunned for 1 turn.