Drt Trooper

Medium construct, neutral

Armor Class 17
Hit Points 58 (9d8 +18)
Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 10 (+0) 7 (-2) 11 (+0) 12 (+1)

Skills Athletics +5, Perception +2
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Terran
Challenge 3 (700 XP)

ACTIONS

  • Multiattack. The trooper makes two melee or ranged attacks.
  • Buttstroke. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.
  • Blaster Rifle. Ranged Weapon Attack: +4 to hit, range 60/120 ft., one target. Hit: 8 (2d6+2) radiant damage.
  • Knockout Gas (Recharge 4-6). The trooper releases a blast of sleep gas from a shoulder mounted cannon in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage, or someone uses an action to wake it.

ABOUT

The DRT Trooper is the common foot soldier for the Deviant Response Team. The automatons have a shared server-side memory bank. This allows them each to quickly share knowledge gained while out in the field. This allows them to gather information on events and allow them to quickly cross reference the deviants and citizens in a location with previous data sets. The data is then used to extrapolate deviants engaging in illegal activities, allowing them to make authorized arrests. While they carry built in blasters and can deliver a punch that can bring a brute to their knees. These are just defensive capabilities. Their primary function of capturing unlawful deviants comes from their knockout gas. Rendering their targets unconscious without harming them.

Section 15: Copyright Notice

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