Cybernetic Fortitude. If damage reduces the Zombot to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken unless the damage is radiant or from a critical hit. On a success, the Walker drops to 1 hit point instead.
Keen Senses. The Zombot has advantage on Wisdom (Perception) checks that rely on either one or a combination of sight, sound, or smell.
Pack Tactics. The Zombot has advantage on an attack roll against a creature if at least one of the Walker's allies is within 5 ft of the creature and the ally isn't incapacitated.
Wakeful. The Zombot is never caught sleeping.
Blood Frenzy. The Zombot has attack on melee attack rolls against any creature that doesn’t have all its hit points.
Iron Boots. While moving, the Zombot has disadvantage on Dexterity (Stealth) checks.
Grab Weapon. The Zombot can grab a tool, melee weapon, or rock from the ground or from a body and use it to attack their prey.
Metallic Touch. Melee Weapon Attack, 5 ft. Zombots do not seek to kill, but only to infect. Upon physical contact, the victim must roll a DC 18 Constitution saving throw or is infected with the Metal Virus and becomes a Zombot. Upon initial infection, amputation is the only way to prevent total spread, and full infection takes only one complete turn.
Opportunity Attack.
Grapple. On a failed hit, Zombots can attempt to grab the enemy's weapon and pull themselves in as an opportunity attack. Can only be done once per round.
Evade.
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