Kryx RPGThemesCreatures
Quadrone

Quadrone

Medium construct
Challenge
1

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 charmed, diseased, frightened, poisoned

Speed 5 m., fly 5 m.
Skills Insight +0 (11), Perception +2 (13)
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 its weapons and anything else 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, precision, rain of arrows, ricochet, shot on the run, spring attack, vault, volley

Actions (2)

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

Shortbow. Ranged Weapon Attack: +4 to hit, range 10/100 m. Hit: 5 (1d6 + 2) piercing damage.

mm

Maneuvers

As an action, you can make a ranged weapon attack as you take aim. Roll a d3 and add the result to your attack roll. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • You can expend 2 additional stamina dice to roll 2d3.

  • You can expend 4 additional stamina dice to roll 3d3.

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

As an action, you can make a ranged weapon attack with a weapon that deals piercing damage in an attempt 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 failed save, a creature takes piercing damage equal to the stamina die.

Enhance

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

As an action, you can make a weapon attack in an attempt to knock the creature back. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, if the creature is your size or smaller, it must succeed on a Reflex saving throw or you push it up to 3 meters away from you.

Enhance

You can increase the damage, target a creature of a larger size, and push the creature an additional 1 meter for each additional stamina die expended.

As a reaction, which you use when you make a weapon attack roll against a creature, you can strike precisely. Roll a d3 and add the result to your attack roll. You can do so after the roll but before any effects of the roll occur.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can expend 2 additional stamina dice to roll 2d3.

  • You can expend 4 additional stamina dice to roll 3d3.

As an action, you can release a volley of arrows that fall from the sky. Each creature in a cylinder centered on a point you can see within 10 meters must succeed on a Reflex saving throw, taking damage equal to the stamina die + your maneuver ability on a failed save.

Enhance

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

As an action, you can make a ranged weapon attack in an attempt to ricochet the attack toward another target. On a hit, the attack ricochets toward another target, which must be within 4 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. 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.

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.

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 roll before the end of your next turn.

Enhance

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

As an action, you can release a volley of arrows or thrown attacks. Each creature in a cone or line must succeed on a Reflex saving throw, taking damage equal to the stamina die + your maneuver ability on a failed save.

Enhance

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