Machine. The Assaultron is immune to poison, radiation and all forms of disease. It does not need to eat or sleep, but enters an inactive state for at least 4 hours a day to conserve power. The Assaultron cannot use stimpaks or other items intended for biological creatures.
Suicide Blast. If the Assaultron is reduced to 30 or fewer hit points, it begins charging a deadly suicidal explosion, which goes off at the end of its next turn. If the Assaultron isn’t reduced to 0 hit points by the end of its next turn, all creatures within 30 feet of the Assaultron must make a DC 16 Dexterity saving throw, taking 39 (6d12) radiant damage on a failed save, or half as much damage on a successful one.
Multiattack. The Assaultron makes three melee attacks, or one ranged attack (if charged).
Bladed Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Head Laser (Recharge 1). Ranged Weapon Attack: +8 to hit, range 80/240 ft., one target. Hit: 38 (5d12 + 6) radiant damage.
Comments