L3TN-K2SO4_Heavy_UnDroid

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L3TN XP 4,800 CR 8

NE Large undead (technological) operative

Init +8; Senses darkvision 60 ft., sense through, blindsense 60 ft.,

ultravision 60 ft., low-light vision; Perception +17

DEFENSE EAC 20; KAC 21 HP 115

Fort +7; Ref +10; Will +11

Immunities Undead immunities;

Weaknesses vulnerable to plasm;

daily charge dependent

OFFENSE

Speed 25 ft.

Melee bash +17 (1d12+8 B)

Ranged white eyes +15 (1d10+8 F)

Space 10 ft.; Reach 10 ft.

Spell-like Abilities (CL 8th; ranged +15) sonar like batman cell tap;

3rd (1/day) - Clairaudience/Clairvoyance

2nd (3/day) - Command Undead (DC 17)

1st (at will) - Unseen Servant

TACTICS

tactics details here e.g. During combat, Morale

STATISTICS

Str +5; Dex +6; Con +2; Int +4; Wis +2; Cha +0

Skills Computers +22, Intimidate +22, Physical Science +17, Survival +17 Acrobatics +2; Athletics +2; Bluff +2; Culture +2; Diplomacy +2; Disguise +2;

Engineering +12; Life Science +2; Medicine +2; Mysticism +2; Perception +12 (26 sound) ; Piloting +2; Profession +2 Archaeologist;

Sense Motive +2; Sleight of Hand +2; Stealth +2;

Languages Aklo, Draconic, Drow, Eoxian, Infernal, Orc, Vesk

Other abilities constructed, synthetic, unliving

Gear

ECOLOGY

ecology details here e.g. Environment, Organisation

Heads up! if there are any required stat block changes below this warning, they will need to be added manually.

OPERATIVE ABILITIES

Resolve points 5

Operative abilities Trick attack +4d8, evasion, quick movement +10 ft., debilitating trick, uncanny agility, triple attack, specialization exploit, and one 6th-level operative exploit.

Operative special rules Choose one operative specialization. The operative creature’s specialization exploit and specialization power must come from that specialization. Any exploits that aren’t relevant to the creature (or that can simply be incorporated into the creature’s statistics) don’t need to appear in the creature’s stat block. Master skills from operative specialization.

Operative gear Light armor (item level = CR), small arm (item level = CR), sniper rifle (item level = CR), and basic melee weapon with operative special quality (item level = CR - 1).

SPECIAL ABILITIES

Constructed (Ex) For effects targeting creatures by type, synthetic creatures count as both their actual creature type and constructs (whichever type allows an ability to affect them for abilities that affect only one type, and whichever type is worse for abilities that affect both creature types). They receive a +2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep, unless those effects specifically target constructs. In addition, synthetic creatures do not breathe or suffer the normal environmental effects of being in a vacuum.

Sense Through (Su) The creature can sense through obstacles that would normally block the ability to perceive what is beyond them. The specific sense this ability applies to is indicated in parentheses after the sense through entry in the creature's statistics. If the ability allows the creature to sense through only a specific material, that material is listed after the specific sense.

Synthetic (Ex) The creature is affected by any ability that specifies it functions against androids.

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