Quadrone

Quadrone

Medium construct
Challenge

STR
1
DEX
2
CON
1
INT
0
WIS
0
CHA
0

22
4d8+4
18
Soak
1
Fort
+2
Ref
+2
Will
+0
Defense note natural armor
Damage immunities poison
Condition immunities bleeding, charmed, diseased, frightened, poisoned

Speed 5 m., fly 5 m.
Skills Perception +1 (12)
Senses truesight 20 m.
Languages Modron

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

Disintegration. If the quadrone dies, its body disintegrates into dust, leaving behind anything it was carrying.

Maneuvers. The quadrone uses maneuvers (maneuver save Difficulty 12). 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: aim, distant shot, impaling shot, knockback, rain of arrows, ricochet, shot on the run, spring attack, vault, volley

Actions (2)

Fist. Melee Weapon Attack: +2 to hit. Hit: 3 (1d4 + 1) bludgeoning damage.

Shortbow. Ranged Weapon Attack: +3 to hit, range 10/100 m. Hit: 5 (1d6 + 2) piercing damage.

Astral Planemm

Maneuvers

As an action, make a ranged weapon attack with advantage as you take aim.

On a hit, add one stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

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

As an action, make a ranged weapon attack at double your weapon’s range and long range.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

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

As an action, make a ranged weapon attack with a weapon that deals piercing damage to pierce the creature, traveling through to other targets. Each creature in a line with the point of origin including the creature and facing directly away from you must make a Reflex saving throw.

On a failure, a creature takes piercing damage equal to the stamina die.

On a failure, it takes piercing damage equal to the stamina die.

On a critical failure, it takes twice as much damage.

Enhance

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

As an action, make a weapon attack to knock the creature back.

On a hit, add the stamina die to the attack’s damage and if the creature is your size or smaller, it must succeed on a Reflex saving throw or you push it 4 meters away from you.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage, push the creature an additional meter, and target a creature of a larger size for each additional stamina die expended.

As an action, you can release a volley of arrows that fall from the sky at a point you can see within 10 meters. Each creature in a cylinder centered on that point must make a Reflex saving throw.

On a failure, it takes damage equal to the stamina die + your maneuver ability.

On a critical failure, it takes twice as much damage.

Enhance

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

As an action, make a ranged weapon attack to ricochet the attack toward another target.

On a hit, the attack ricochets toward another target, which must be within 5 meters of the first target. The second target must succeed on a Reflex saving throw or it takes damage equal to the stamina die.

The damage type is the same as the weapon used.

Enhance

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

As an action, you can use the Dash action. You can make a ranged weapon attack during this movement.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

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

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

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

As a reaction, which you use when a creature misses you with a melee weapon attack, you can maneuver yourself into a more advantageous position. You can move up to half your speed without provoking opportunity attacks and add half the stamina die’s result to the attack’s damage roll on your next attack before the end of your next turn.

Enhance

You can increase the damage for each additional stamina die expended and add the full stamina dice result to the attack’s damage roll.

As an action, you can release a volley of arrows or thrown attacks. Each creature in a cone or line must make a Reflex saving throw.

On a failure, it takes damage equal to the stamina die + your maneuver ability.

On a critical failure, it takes twice as much damage.

Enhance

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