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FROM LEFT TO RIGHT:
ESCAPED DRONE FUGITIVE
COMMANDO AVIANO
KRUDGE-BOT
STAVULOR DEMON
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ESCAPED DRONE FUGITIVE
Stat Block Fugitive HoverBot CR 7
XP 3,200 CN Small construct (magical) operative
Init +6; Senses darkvision 60 ft., low-light vision, blindsense 60 ft.;
Perception +15
DEFENCE HP 100
Once the assistant for a mighty but insane technomage, this mechanical monster has escaped into an abandoned part of town, set up shop, and plans each night to take over the world. Its a floating skull (of a 16th level technomage) fitted with armatures and various devices.
EAC 27; KAC 22 Fort +9; Ref +9; Will +10
Defensive abilities regeneration; Immunities construct immunities
OFFENCE
Speed fly 75 ft., climb 40 ft. (average)
Melee injector +13 (1d8+7 P; critical acid,poison)
Ranged particle beam +15 (1d8+7 E & F; critical fatigue)
Spell-like Abilities (CL 7th; ranged +15)
3rd (1/day) - Psychokinetic Strangulation (DC 18)
2nd (3/day) - Inject Nanobots (DC 17)
1st (at will) - Magic Missile
TACTICS
Trap Builder, Ambusher, Has Lair, Junk-Bot Minions
STATISTICS
Str -2 ; Dex +5; Con +0; Int +4; Wis +2; Cha +0
Skills Computers +20, Engineering +20, Intimidate +15, Physical Science +15; Culture +3,
Bluff +3, Disguise +5, Life Science +7, Survival +2.
Languages Arkanen, Common, Dwarven, Vercite, Anacite
Feats + Other abilities unloving; Skill Focus (Computers) ; Weapon Focus (small arms); Technomantic Dabbler
Its High speed processor allows it 1 reroll on skill failures with Computers or Engineering
Gear
Hyperion - Z-Action Flame Rifle Attachment
Farraddi - Shock Truncheon
Advanced melee
ATTACHMENT Level: 7
Price: 6600 Damage: 2d6 E
Critical: Arc 1d4 Bulk: 1
Special: Powered (capacity 40, usage 1)
REFLECTIVE ARMOR:
If a ranged energy attacker rolls a Natural One against the bot, the shooter makes a Reflex save at DC 20, if failed, shooter suffers its own attack against itself.
Level: 8 Price: 9600
Damage: 2d10 F Range: 70 ft.
Critical: Aflame
Capacity: 1 round Usage: 1
Bulk: 1
Special: Sniper (500 ft.), Unwieldy
OTHER:
ECOLOGY
This item. It is sentient, but refers to itself as M76N-4B7VB_4J6H11Y54G; left the "employ" of its former master after he was jailed for ten days
on minor charges. It waited a week then jumped ship, taking many tools and expensive raw materials with itself.
Text Armor: See Above
The ammunition of its weapons is recovered once per day after the creature rests for 8 hours, or after 1 hour at a workbench.
OPERATIVE ABILITIES
Resolve points 4
Operative abilities Trick attack +4d8, evasion, quick movement +10 ft., debilitating trick, uncanny agility,
Knockout Shot, Uncanny Senses.
Operative special rules see Feats Above.
Operative gear see above
SPECIAL ABILITIES
Regeneration (Ex) The creature regains Hit Points at the start of its turn, as with fast healing, but it can't die as long as its regeneration is still functioning (although creatures with regeneration still fall unconscious when their Hit Points reach 0). Certain attacks, typically those that deal acid or fire damage, cause a creature's regeneration to stop functioning for 1 round. During this round, the creature doesn't regain Hit Points and can die normally. The creature's stat block describes the types of damage that suppress the regeneration. Regeneration doesn't restore Hit Points lost from starvation, thirst, or suffocation. Creatures with regeneration can regrow lost portions of their bodies and can reattach severed body parts if they are recovered within 1 hour of severing. Severed parts that aren't reattached wither and decompose normally.
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COMMANDO AVIANO COMMANDO AVIANO CR 7
XP 3,200
CE Medium monstrous humanoid (magical) operative
Init +5; Senses darkvision 60 ft., ultravision 60 ft.; Perception +14
DEFENCE HP 100
EAC 22; KAC 22
Fort +6; Ref +8; Will +15 SR 18, See Below
DR 2/lawful
OFFENCE
Speed 30 ft., fly 60 ft. (average)
Melee claw +14 (1d8+7 S; critical poison)
Ranged mitrailleuse +16 (1d12+7 P; critical ~~~)
Spell-like Abilities (CL 7th; ranged +16)
3rd (1/day) - Nondetection (DC 18)
2nd (3/day) - Invisibility (DC 17)
1st (at will) - Hold Portal
TACTICS
Sneak Thief. Will attempt to purloin highest value target visible or known.
STATISTICS
Str +2; Dex +6; Con +0; Int +4; Wis +2; Cha +4
Skills Athletics +19, Disguise +14, Engineering +14, Sleight of Hand +19, Stealth +19 (JACK)
Profession: Fence +5; Acrobatics +6 Bluff +6 Perception +11 Sense Motive +6
Languages Draconic, Drow, Eoxian, Infernal; Celestial
Gear
ARMOR + WEAPON see below
ECOLOGY
Often Found aboard ships, stowed away as an ordinary crew or passenger.
Text When the creature isn't on its home plane, it gains the extraplanar subtype.
It is believed to be something like a great-grand-child of Lao-Sho-Pu.
OPERATIVE ABILITIES
Resolve points 4
Operative abilities Trick attack +4d8, evasion, quick movement +10 ft., debilitating trick, uncanny agility,
Jack of All Trades, Mentalist's Bane
Operative special rules Improved Evasion
Operative gear Light armor (item level = CR),
Armor Level Price EAC KAC Max Dex Penalty Speed
Iridishell++ 9 13,100 +13 +15 +3 – -
small arm (item level = CR),
KHE-796 Quiet Blizzard - Semi-Auto Cryo Pistol; Small arm - one-handed; Level: 11 ; Price: 26900 ; Damage: 4d4 C ; Range: 70 ft. ; Critical: Staggered ;
Capacity: 30 charges ; Usage: 2 ; Bulk: L ; Special: Quick Reload SILENCED
sniper rifle (item level = CR),
RHR-97 Sneaky Ranger - Acid Crossbolter ; Longarm - two-handed ; Level: 5 ; Price: 2850 ; Damage: 1d12 A ; Range: 170 ft. ; Critical: Corrode 1d4 ;
Capacity: 8 arrows ; Usage: 1 ; Bulk: 1 ; Special: Unwieldy (Can also disable devices)
basic melee weapon with operative special quality
Carbon Repeller Gauntlet; Advanced melee - one-handed ; Level: 6 ; Price: 5050 ; Damage: 2d6 B ; Critical: Knockdown ; Bulk: 1 ; Special: Analog
SPECIAL ABILITIES
Immunity (Ex Or Su) The creature takes no damage from Mind Affecting or Sonic. Immune to Divination. SR 17 versus all other magic.
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KRUDGE-BOT KRUDGIE CR 4
XP 1,200 N Medium construct (magical) soldier
Init +8; Senses darkvision 60 ft., low-light vision; Perception +10
DEFENCE HP 50
EAC 20; KAC 22
Fort +6; Ref +4; Will +5 Immunities construct immunities
OFFENCE
Speed 35 ft., climb 15 ft.
Melee condor crunch +9 (1d8+11 B; critical stagger) or
boot-claws +12 (1d6+9 S; critical bleed 1)
TACTICS
Uses Flash Feeze and Bull Rush
STATISTICS
Str +5; Dex +3; Con +1; Int +0; Wis +0; Cha +0
Skills Acrobatics +15, Athletics +10, Intimidate +10; Medicine+5 ; Survival +5;
Languages Common, Draconic
Other abilities amphibious, constructed, synthetic, unloving
Feats Bodyguard ; Enhanced Resistance ; Improved Initiative; In Harm’s Way ; Slippery Shooter; Spellbane ;
Toughness ; Weapon Focus (longarms or heavy weapons)
Gear list gear here e.g. Armor, Ammunition
ECOLOGY
Serves in the employ of a Dragon or Dragon-kin boss.
SOLDIER ABILITIES
Resolve points 4
Soldier abilities Rapid Recovery, Enhanced Tank.
Soldier gear
Heavy armor : Battle Harness; EAC Bonus +9; KAC Bonus +12 ; Max Dex Bonus +2; Armor Check Penalty –4; Speed 30 feet
Strength 18 (+4); Damage 1d10 B; Size Medium; Capacity 20; Usage 1/hour ; Weapon Slots 1 Upgrade Extra Battery; Bulk 20
Kosunagi Arsenal - Greatsword ; Advanced melee - 2H ; Level: 9; Price: 13400 ; Damage: 2d10 S ; Critical: - ;
Bulk: 2 ; Special: Analog, Unwieldy
Dyson Securities - Cryo Submachine Gun ; Longarm - 2H ; Level: 12; Price: 36700 ; Damage: 4d6 C ; Range: 90 ft.; Critical: Staggered
Capacity: 40 charges ; Usage: 2 ; Bulk: 2 ;Special: Automatic
Grenades: (2) ; Level: 11 ; Price: 25700 ; Damage: 3d10 F Critical: Wound ; Bulk: 1 Special: Bright, Penetrating,
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.
Multiattack (Ex) When making a full attack, the creature can make all the listed attacks, instead of two attacks, at the attack bonuses indicated. It can make the attacks in any order. Guidelines Use the appropriate damage column for the creature's array, and impose a -6 penalty on these attacks instead of a -4 penalty.
Synthetic (Ex) The creature is affected by any ability that specifies it functions against androids.
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STAVULOR DEMON
4,800 XP
Solarian
CE Medium Outsider (Daemon)
Init +4; Senses Ultravision 75; Perception +16
Aura Fear DC 18
HP 125; EAC 20; KAC 22
Fort +10; Ref +10; Will +7
Defensive Abilities ~ Plasma Sheath ; Radiation ; Hypnotic Glow ; Soul Furnace ~;
DR Fire 15, Acid 10, Plasma 5; Immunities Sonic, Cold; Resistances Disease, Posion, Mental; S
R 16; Weaknesses Holy, Good, Force
Speed 25 Climb 15 Burrow 5 Fly 20 TK Swim 5
Melee Stinger +8 (D12)
Ranged Spit +12 (D10)
Offensive Abilities Death Blossom
Spell-Like Abilities Caustic Conversion 5x day
Str +2; Dex +4; Con +6; Int +1; Wis +3; Cha +1
Skills Acrobatics +3, Athletics +3, Bluff +3, Culture +5, Diplomacy +5, Disguise +3, Intimidate +8, Life Science +1, Medicine +1, Mysticism +1, Sense Motive +8, Sleight Of Hand +3, Stealth +12, Survival +5
Languages Eox, Aklo, Infernal
Other Abilities Wisp Ally at will
Gear Trinkets, Aeon stones
Environment Hellscapes,Demon Worlds, Summoner Lairs
Organization Solitary Assassin
Poison Skin DC 18
Psychic Crush DC 20
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