2020-07-05

Monster: Robomonkey

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Robomonkey
A metallic construction in the shape of a monkey.

CR 1; XP 400

N Small Construct (robot)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +0

Defense

AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 15 (1d10+10)
Fort +0, Ref +2, Will +0
Defensive Abilities evasion; Immune construct traits

Offense
Speed 30 ft., climb 30 ft.
Melee bite +2 (1d3), 2 slams +2 (1d3)
Ranged thrown trash +0 (1d3)

Statistics
Str 10, Dex 14, Con —, Int 11, Wis 11, Cha 11
Base Atk +1; CMB +0; CMD 12
Feats Improved Initiative
Skills Acrobatics +10, Climb +8, Disable Device +6, Sleight Of Hand +6, Stealth +6; Racial Bonus +8 Acrobatics
Languages understands Common, white-noise vocalization
SQ tinkering

Ecology
Environment urban, ruins
Organization solitary, pair, team (3–10)
Treasure standard

Tinkering (Ex) A robomonkey treats Disable Device and Sleight Of Hand as class skills. Its fingers and tail substitute for adequate tools for Disable Device checks.


Robomonkeys are one of many types of robotic pests that can appear in areas where advanced technology was present. Their programming imitates behavior of small primates, though they are much smarter but no less capricious than their biological counterparts. They have varied personalities—curious, lazy, irritable, mischievous, patient, and so on, discernible between individuals.

Stories of robomonkeys having access to hidden stashes of explosives are certainly mere rumors, with no basis in reality whatsoever. There is nothing to worry about it.

A robomonkey may be selected as an improved familiar (caster level 5).

Battlemonkeys (CR 2) have AC 14, 2 HD, 21 hp, Reflex +3, Dex 16, Atk bite and 2 slams +3 (1d3), built-in laser +6 (3d6 fire, 20 ft. range increment), Acrobatics +11, Disable Device +8, Sleight Of Hand +8, Stealth +7.


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