Kryx RPGThemesCreatures
Duodrone

Duodrone

Medium construct
Challenge
¼

STR
0
DEX
1
CON
1
INT
−2
WIS
0
CHA
−2

11
2d8+2
17
Soak
1
Fort
+2
Ref
+1
Will
−1
Defense note natural armor
Damage immunities poison
Condition immunities charmed, diseased, frightened, poisoned

Speed 5 m.
Senses truesight 20 m.
Languages Modron

Axiomatic Mind. The duodrone can’t be compelled to act in a manner contrary to its nature or its instructions.

Disintegration. If the duodrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.

Maneuvers. The duodrone uses maneuvers (maneuver save DC 11). It has 2 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: scurry, spring attack

Actions (2)

Fist (2/turn). Melee Weapon Attack: +2 to hit, reach 1 m. Hit: 2 (1d4) bludgeoning damage.

Spear. Melee or Ranged Weapon Attack: +2 to hit, reach 1 m. or range 3/10 m. Hit: 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack.

mm

Maneuvers

As an action, you can use the Disengage action and the Dash action.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.