ROBOTS

 
 
 

Gearsman Robot

Made of what appears to be burnished brass, this construct resembles a suit of armor with a glowing glass orb for an eye.

For reasons known only to themselves, gearsmen willingly serve as shock troops and guards, performing their tasks with mechanical detachment and coldly logical efficiency. Yet they serve a purpose beyond their current directives— an objective installed in them when they were first created. Gearsmen disobey their putative masters whenever an order contradicts these mysterious internal directives. When questioned about their lapses, gearsmen answer with only silence.  Despite their construction, gearsmen move fluidly. Their lack of a functional mouth doesn’t prevent them from talking, though most speak rarely. When they do talk, they speak with shrill, oddly distorted speech devoid of emotion and nuance, and their voices are all eerily alike.

CR 4 XP 1,200
N
Medium construct (robot)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +8
DEFENSE
AC
18, touch 11, flat-footed 17 (+1 Dex, +7 natural)
hp 42 (4d10+20)
Fort +1, Ref +2, Will +2
Defensive Abilities hardness 5; Immune construct traits
Weaknesses vulnerable to critical hits, vulnerability to electricity
OFFENSE
Speed
20 ft.
Melee slam +9 (1d4+7) or  mwk spear +10 (1d8+7/×3 plus 1d6 electricity)
Ranged mwk spear +6 (1d8+5/×3)
STATISTICS Str 20, Dex 13, Con —, Int 10, Wis 13, Cha 1
Base Atk +4; CMB +9; CMD 20
Feats Combat Reflexes, Power Attack
Skills Craft (any one) +7, Disable Device +8, Perception +8, Profession (any one) +8, Sense Motive +8
Languages Common
SQ adaptive learning, charge weapon, nanite repair
ECOLOGY
Environment
any
Organization solitary, pair, or squad (3–12)
Treasure standard (masterwork spear, other treasure)
SPECIAL ABILITIES
Adaptive Learning (Ex)
A gearsman has a number of skill points equal to 4 + its Intelligence modifier per Hit Die, and treats Craft and Profession as class skills. In addition, a gearsman has a number of bonus skill ranks equal to its Hit Dice that can be reprogrammed to apply to any one skill—these ranks can’t be split among multiple skills and must apply to one skill. A gearsman can change what skill these bonus ranks apply to up to once per day by concentrating for 1 minute, during which time it can take no other actions. Rather than spend these bonus ranks on a skill, a gearsman can choose to devote them to weapon knowledge, gaining proficiency with a single weapon instead of bonus ranks in a skill. All gearsmen are automatically proficient with all simple weapons. 
Charge Weapon (Ex) Any metal weapon wielded by a gearsman becomes charged with electricity and deals 1d6 additional points of electricity damage on a hit. 
Nanite Repair (Ex) A gearsman’s nanites heal it, restoring a number of hit points equal to its Hit Dice every hour (4 hit points per hour for most gearsmen). Once per day, as a full-round action, a gearsman can heal itself or any robot it touches of 4d6 points of damage.
 

Terraformer Robot

This large robot’s arms end in an assortment of drills, torches, hammers, and vices.

Terraformer robots are sent to planets to pave the way for military bases, trading outposts, or settlements. A planet designated as a waystation might require only a few robots, but those marked for permanent habitation might have their skies darkened by hordes of terraformers, forming a hovering lattice around the globe.   

CR 7 XP 3,200
N
Large construct (robot)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +13
DEFENSE
AC
22, touch 12, flat-footed 19 (+3 Dex, +10 natural, –1 size)
hp 85 (10d10+30)
Fort +5, Ref +6, Will +3
Defensive Abilities hardness 10; Immune construct traits; Resist acid 5, cold 5, fire 15
Weaknesses vulnerable to critical hits, vulnerability to electricity
OFFENSE
Speed
30 ft., burrow 20 ft., climb 30 ft., fly 10 ft. (clumsy), swim 20 ft.
Melee integrated drill +15 (1d6+5), slam +14 (1d6+5 plus grab), integrated laser torch +14 touch (1d6 fire)
Space 10 ft.; Reach 10 ft.
Special Attacks breath weapon (30-ft. cone, 3d6 acid plus poison, Reflex DC 15 half, usable every 1d4 rounds)
STATISTICS Str 20, Dex 16, Con —, Int 15, Wis 11, Cha 5
Base Atk +10; CMB +16; CMD 29
Feats Acrobatic Steps, Great Fortitude, Improved Great Fortitude, Nimble Moves, Weapon Focus (drill)
Skills Acrobatics +6, Climb +13, Fly +3, Knowledge (engineering) +19, Knowledge (nature) +19, Perception +13, Swim +13
Racial Modifiers +4 Knowledge (engineering), +4 Knowledge (nature)
Languages Common
SQ reprogram terrain, technological wonders, terraform
ECOLOGY
Environment
any
Organization solitary, pair, or team (3–10)
Treasure none
SPECIAL ABILITIES
Poison (Ex)
Breath weapon—inhaled; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d3 Con; cure 2 consecutive saves. 
Reprogram Terrain (Ex) Three times per day as an action that takes 1 full round, a terraformer can release a cloud of nanites that mimics the effects of one of the following spells, using the terraformer’s Hit Dice as the caster level: expeditious excavation, soften earth and stone, or stone shape.
Terraform (Ex) Ten terraformers working in tandem can create remarkable effects over long periods of time, causing permanent changes to the local environment. The robots must maintain line of effect to each other, and each must be within 1 mile of one other terraformer. If they do this for a period of at least 2 weeks, one of the following effects (robots’ choice) occurs in a 1-mile radius: the terrain is shaped as per move earth; water in the area is altered as per control water; plants in the area are affected as per either plant growth or diminish plants; or the average temperature in the area is raised or lowered by 10° Fahrenheit. 
Technological Wonders (Ex) Effects from a terraformer’s abilities are nonmagical in nature, and can’t be identified, dispelled, or affected by effects that can affect only spells. The duration of these effects never expires.
 

Myrmidon Robot

This metallic creature has pincer-tipped arms, a single red eye, and an array of deadly armaments.

Myrmidons are highly mobile robots programmed to patrol the skies above important locations. They react with swift violence, interpret anomalous sensory input as proof of hostile intent and rain destruction on the offending target immediately and without mercy. Most have been programmed to communicate, but they rarely hesitate in their carnage to do so.

CR 11 XP 12,800
N
Large construct (robot)
Init +6; Senses darkvision 60 ft., low-light vision, superior optics; Perception +20
DEFENSE
AC
25, touch 11, flat-footed 23 (+2 Dex, +14 natural, –1 size)
hp 112 (15d10+30), force field (55 hp, fast healing 11)
Fort +10, Ref +12, Will +10
Defensive Abilities hardness 10, resilient; Immune cold, construct traits
Weaknesses vulnerable to critical hits, vulnerability to electricity
OFFENSE
Speed
20 ft., fly 90 ft. (perfect)
Melee 2 claws +22 (1d6+8 plus grab), 2 quantum lashes +22 touch (1d10 force/19–20)
Ranged integrated laser rifle +16 touch (2d10 fire)
Space 10 ft.; Reach 5 ft. (20 ft. with quantum lash)
Special Attacks combined arms, constrict (1d6+8), rockets
STATISTICS Str 27, Dex 15, Con —, Int 12, Wis 14, Cha 1
Base Atk +15; CMB +24 (+28 grapple); CMD 36 (can’t be tripped)
Feats Combat Reflexes, Flyby Attack, Great Fortitude, Improved Initiative, Lightning Reflexes, Point-Blank Shot, Precise Shot
Skills Fly +26, Knowledge (engineering) +19, Perception +20
Languages Common
ECOLOGY
Environment
any
Organization solitary or unit (2–6)
Treasure none
SPECIAL ABILITIES
Laser Rifle (Ex)
A myrmidon’s eye is an integrated laser rifle with a range increment of 250 feet. 
Quantum Lash (Ex) A myrmidon’s two facial tentacles lash out with surprising force, and are capable of extending up to a reach of 20 feet. These lashes are primary attacks that deal force damage on a hit. They resolve as touch attacks, but the damage dealt is not modified by Strength, nor can it be improved by Power Attack. A quantum lash threatens a critical hit on a natural 19–20. A quantum lash that strikes a force field or force effect has a chance to disrupt that effect. Against a magical force effect like a wall of force, the myrmidon makes a special check as if it were casting dispel magic against the effect (CL 11th). Against a robot’s force field, the robot struck must succeed at a DC 18 Fortitude save or its force field deactivates for 1d10 rounds, after which time the robot reactivates at the same hit point total it was at before it was deactivated. The save DC is Intelligence-based. 
Resilient (Ex) Myrmidons receive a +3 racial bonus on all saving throws. 
Rockets (Ex) As a standard action, a myrmidon can fire a rocket to a range of 800 feet. A rocket explodes on impact in a 30-foot-radius burst, dealing 6d6 points of fire damage and 6d6 points of bludgeoning damage to all creatures in the area (Reflex DC 18 half). A myrmidon carries a maximum of five rockets. It can replenish fired rockets at the rate of one per 12 hours, crafting new rockets from scrap metal and other collected components. The save DC is Intelligence-based. 
Superior Optics (Ex) Myrmidons see invisible creatures and objects as if they were visible.
 

Gray Goo

Droplets of a silvery gray, slightly grainy goo gleam dully as they hang in the air.

Swarms of weaponized nanites—microscopic mechanical constructs designed to work in large groups to perform varied tasks—reduce anything in their path to wisps of dust. Called “gray goo” by those who don’t understand the true nature of the creature’s components, some of these horrific swarms were activated as weapons of mass destruction. Others were originally benign, intended to enhance crops and clean them of pests or combat diseases, but malfunctioned and abandoned their programming. Nanites have limited intelligence and potentially respond to commands. Such controlled swarms are capable of relatively complex decision making, and they might spare the treasure their victims carry, for instance, allowing their masters to better loot the bodies.

BENIGN NANITES
Nanites meant for benign purposes that retain their original programming are capable of bringing benefits as great as the devastation wrought by their destructive kin, though it can be difficult to tell them apart.  Harvest nanites that tend a field can enhance production and eliminate pests and blight, increasing the yield as the plant growth spell. Medical nanites can infest a host body, using their infest ability, but choose not to damage the creature itself, instead surgically targeting invasive organisms, functioning as a remove disease spell with a caster level equal to the swarm’s hit dice. Crafter nanites can dismantle objects to build others, as fabricate, and potentially even do the same with flesh, as regenerate.
CR 14 XP 38,400
N
Fine construct (swarm)
Init +10; Senses darkvision 60 ft., low-light vision; Perception +13
DEFENSE
AC
29, touch 29, flat-footed 18 (+10 Dex, +1 dodge, +8 size)
hp 123 (19d10+19)
Fort +8, Ref +18, Will +8
Defensive Abilities dispersion, swarm traits; Immune construct traits, weapon damage
OFFENSE
Speed
fly 50 ft. (perfect)
Melee swarm (6d6 plus dismantle and distraction)
Space 10 ft.; Reach 0 ft.
Special Attacks dismantle, distraction (DC 21), infest
STATISTICS Str 1, Dex 30, Con —, Int 5, Wis 10, Cha 1
Base Atk +19; CMB —; CMD
Feats Ability Focus (distraction), Dodge, Great Fortitude, Improved Lightning Reflexes, Iron Will, Lightning Reflexes, Lightning Stance, Mobility, Toughness, Wind Stance
Skills Fly +26, Perception +13, Stealth +32 (+42 when dispersed)
Racial Modifiers +10 Stealth when dispersed
Languages Common (can’t speak)
ECOLOGY
Environment
any
Organization solitary, pair, or storm (3–12)
Treasure none
SPECIAL ABILITIES
Dismantle (Ex)
Creatures damaged by a gray goo must succeed at a DC 19 Reflex save or a random piece of their equipment takes the same amount of damage, determined as though the target rolled a natural 1 on a saving throw, using the rules for items surviving after a saving throw. In addition, unattended objects in the area of a gray goo take damage if the swarm chooses to harm them. The save DC is Constitution-based. 
Dispersion (Ex) As an immediate action, a gray goo can disperse, spreading itself across a cube-shaped area 30 feet on a side. While dispersed, the goo deals no damage and can’t use its other special abilities until it reforms. A dispersed gray goo can hide in plain sight (as a ranger in her favored terrain) with a +10 bonus on its Stealth checks and doesn’t take additional damage from area effects for being a swarm. It takes 2 rounds for a dispersed gray goo to reform. 
Infest (Ex) As a standard action, a gray goo can infest a Medium or larger creature (Fortitude DC 21 negates), including constructs and undead. The gray goo moves inside the creature’s body, dealing double its normal damage to its host each round. It can’t use its dismantle ability while infesting a creature. A host reduced to 0 hit points while infested by a gray goo is reduced to dust and destroyed (similar to disintegrate). A gray goo infesting a host can be expelled by any effect that cures disease, with a disease save equal to this ability’s DC. The save DC is Constitution-based and includes a +2 racial bonus.
 

Annihilator Robot

The tip of this towering, scorpion-like construct’s tail thrums with otherworldly energy.

The enormous and formidable annihilator robots roam old ruins and wastelands, ridding them of all life and civilization. They smash structures, slaughter creatures both sentient and bestial, and scorch plant life to ashes. When rampaging, an annihilator indiscriminately destroys rather than following the meticulous approach many other robots take with their work. Despite the destruction they wreak, annihilators often gather up those who survive their assaults, collecting the dying and unconscious from battlefields and bringing them to a set location. Their purpose for keeping these battered but still-living prisoners is unknown.

CR 16 XP 76,800
N
Gargantuan construct (robot)
Init +6; Senses darkvision 120 ft., low-light vision, tremorsense 60 ft.; Perception +24
DEFENSE
AC
31, touch 9, flat-footed 28 (+2 Dex, +1 dodge, +22 natural, –4 size)
hp 170 (20d10+60), force field (80 hp, fast healing 16)
Fort +8, Ref +8, Will +7
Defensive Abilities hardness 10; Immune cold, construct traits; Resist electricity 30, fire 30
Weaknesses vulnerable to critical hits, vulnerability to electricity
OFFENSE
Speed
50 ft., climb 30 ft.; booster jets
Melee 2 claws +28 (2d6+12/19–20)
Ranged 2 integrated chain guns +19 (8d6/×4)
Space 20 ft.; Reach 20 ft.
Special Attacks combined arms, plasma lance, suppressing fire
STATISTICS Str 34, Dex 15, Con —, Int 14, Wis 13, Cha 1
Base Atk +20; CMB +36; CMD 49 (57 vs. trip)
Feats Combat Expertise, Combat Reflexes, Deadly Aim, Dodge, Great Fortitude, Improved Critical (claw), Improved Initiative, Mobility, Skill Focus (Acrobatics), Weapon Focus (chain gun)
Skills Acrobatics +28 (+36 when jumping), Climb +20, Intimidate +15, Perception +24, Sense Motive +24
Racial Modifiers +8 Acrobatics (when jumping)
Languages Common
ECOLOGY
Environment
any
Organization solitary
Treasure none
SPECIAL ABILITIES
Booster Jets (Ex)
As a swift action up to 10 times per hour, an annihilator can gain a fly speed of 60 feet (poor maneuverability) for a duration of 1 minute.
Chain Guns (Ex) These advanced firearms have a range increment of 200 feet, automatically reload, and never misfire. An annihilator’s core can process scrap metal into new ammunition, effectively giving the annihilator infinite ammunition with these weapons. 
Plasma Lance (Ex) As a standard action once every 3 rounds, an annihilator can fire a 120-foot-long line of plasma from its tail. All creatures in this area take 20d6 points of damage (Reflex DC 22 half). Half of this damage is fire and half is electricity. The save DC is Intelligence-based. 
Suppressing Fire (Ex) As a standard action, an annihilator can use its chain guns to fire in a 100-foot cone. When it does so, it makes a single chain gun attack against every target in this area.