Robot, Assassin

Family: Robot

Medium construct (robot), neutral

Armor Class 17 (natural armor)
Hit Points 240 (37d8+74)
Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 20 (+5) 14 (+2) 13 (+1) 13 (+2) 10 (+0)

Skills Acrobatics +9, Athletics +8, Perception +6, Sleight of Hand +9, Stealth +9
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Damage Vulnerabilities lightning
Senses darkvision 60 ft., passive Perception 16
Languages Common
Challenge 9 (5,000 XP)

SPECIAL TRAITS

  • Holographic Camouflage. An assassin robot uses advanced sensors in conjunction with a holographic projector to blend in with its surroundings. If the assassin robot remains still, on the next round it gains a +10 bonus to Stealth checks until it moves out of its square.
  • Nanite Repair. The robot regains 10 hit points every hour.
  • Retractable Weapons. When not in use, each of an assassin robot’s weapons is folded inside the robot’s body and hidden from sight. An assassin robot can deploy or retract any or all of its weapons on its turn. Its weapons are mounted, leaving the robot’s hands free, and the robot can’t be disarmed of them.
  • Sneak Attack. Once per turn, the assassin deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn’t incapacitated and the assassin doesn’t have disadvantage on the attack roll.

ACTIONS

  • Integrated Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage.
  • Integrated Laser Rifle. Ranged Weapon Attack: +9 to hit, range 100/300 ft., one target. Hit: 18 (3d8+5) radiant damage.
  • Integrated Semi-Auto Pistol. Ranged Weapon Attack: +9 to hit, range 50/150 ft., one target. Hit: 10 (2d6+3) piercing damage.
  • Holographic Trick. An assassin robot can move up to its speed, blurred by holographic camouflage, and then make an attack with its longsword or pistol. After its movement, the robot can attempt a Dexterity (Stealth) check; this check is opposed by a Wisdom (Perception) check attempted by its target, and if the robot is successful, it is unseen by the target until the end of its own turn.
  • Nanite Emergency Repair (1/day). The robot regains 30 hit points.

BONUS ACTIONS

  • Amplify Camouflage (10/day). When using holographic camouflage, the assassin is invisible until the beginning of its next turn.

ABOUT

Assassin robots are killing machines useful for stealthy slayings or gruesome public displays. A user can program targets into the robot, dispatch the unit, and rest assured.

The robot relentlessly pursues its quarry, fearing nothing and traversing vertical and horizontal surfaces with ease. Whether it succeeds, fails, escapes, or suffers destruction, the robot leaves little evidence behind—an assassin robot that is captured or destroyed automatically purges its memory, making tracing the robot’s mission and origin extremely difficult. Typical assassin robots are 6 feet tall, weigh 300 pounds.

Section 15: Copyright Notice

Mechanical Monsters (5E) © 2023, Legendary Games; Authors: Jason Nelson, Miguel Colon, Robert J. Grady, Nicholas Hite, Matt Kimmel, Michael Mifsud, James-Levi Cooke, Dan Dillon, Mike Myler, Ismael Alvarez, Jeff Lee, John Lynch.

This is not the complete license attribution - see the full license for this page