Small Construct, Unaligned
Armor Class 16 Metal Shell
Hit Points 30 (5d6 + 3)
Speed 30 ft.
STR
12 (+1)
DEX
10 (+0)
CON
16 (+3)
INT
4 (-3)
WIS
4 (-3)
CHA
1 (-5)
Damage Vulnerabilities Acid, Lightning
Damage Resistances Bludgeoning, Fire, Piercing, Slashing
Damage Immunities Cold, Necrotic, Poison, Psychic
Senses Darkvision 60ft, Passive Perception 14
Languages Common
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

How May I Serve?:As an action, the Medical Operator may use their action to fully heal an allied creature within 5 feet of it. This has a 2 turn cooldown. 

An Operator that is Incapacitated is able to be hacked by someone with a hacking ability of 2. The hacker must make a hacking check (DC 12). A hacked operator is Charmed until it is either hacked by a creature hostile to the original hacker, or until it dies.

Electrical, EMP, and GLOO attacks render the Operator Incapacitated for one turn.

Actions

Zap, But Bigger: The Operator uses an attack action to overload their electrical arm to create a 10 foot line of Electricity. All creatures within that cone must make a Dexterity Saving Throw (DC 12) or take 4d6 points of lightning damage, or half on a successful save. Roll 1d6 at the end of The Operator's turn. On a 5 or 6, this ability regenerates.

Zap: The operator uses their mechanical arm to electrocute a creature within 5 feet of it. +5 to hit, 2d6 lightning damage. If there is another creature directly adjacent to the affected creature, they take half of that damage.

Legendary Actions

 

 

Previous Versions

Name Date Modified Views Adds Version Actions
10/19/2018 2:21:07 AM
57
4
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Coming Soon
ReallyNotARabbit

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