Kryx RPGThemesMonsters
Tridrone

Tridrone

Medium construct
Challenge
½

STR
1
DEX
1
CON
1
INT
−1
WIS
0
CHA
−1

16
3d8+3
17
Soak
1
Fort
+2
Ref
+2
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 tridrone can’t be compelled to act in a manner contrary to its nature or its instructions.

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

Maneuvers. The tridrone 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: distant shot, impale, scurry, spring attack

Actions (3)

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

Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 1 m. or range 3/10 m. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.

mm

Maneuvers

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 melee weapon attack with a weapon that deals piercing damage in an attempt to pierce the creature, traveling through to other targets.

If you use a spear, pike, or similar weapon, increase your reach for the attack by 1 meter and each creature in a line behind the creature and within your weapon’s reach must make a Reflex saving throw.

If you use morningstar, pick, or similar weapon, each creature within 1 meter of the creature and within your weapon’s reach must make a Reflex saving throw.

On a failed save, a creature takes piercing damage equal to the stamina die, or half as much damage on a successful save.

Enhance

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

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.