Law Bot


  Law Bot Roll Initiative
Medium Construct, Unaligned
Armor Class 15 (Natural Armor)
Hit Points 90 (12d8 + 36)
Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4)
14 (+2)
16 (+3)
13 (+1)
8 (-1)
10 (-)
Saving Throws INT +4, WIS +2, CHA +3
Skills Intimidation +3, Investigation +4
Damage Immunities Poison
Damage Resistances Fire, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 120 ft., Blindsight 30 ft., Passive Perception 9
Languages Understands and speaks all languages
Proficiency Bonus +3 Challenge 5
Traits
Dispel Resistance. The law bot is immune to dispel magic or other similar effects. This does not apply in an antimagic field.   Immutable Form. The law bot is immune to any spell or effect that would alter its form.   Magic Resistance. The law bot has advantage on saving throws against spells and other magical effects.   Magic Weapons. The law bot’s weapons are considered magical.  

Actions
Multiattack. The law bot makes two attacks using any combination of its fist and shock net.   Fist. Melee Attack: +7 to hit, reach 5 ft., one target. Hit: 7 ( 1d6+4 ) bludgeoning damage. The law bot always does nonlethal damage.   Shock Net. Ranged Weapon Attack: +5 to hit, range 5/15 ft., one Large or smaller creature. Hit: The target is restrained by the shock net. While restrained in this way, the target must succeed on a DC 15 Constitution saving throw at the end of each of its turns or become paralyzed until the end of its next turn. Once the target succeeds on this saving throw, it is no longer paralyzed, though it remains restrained. The net can be destroyed (AC 10, 20 hit points) or removed with a successful DC 12 Strength check made as an action.   Bonus Actions
Arcane Scan. The law bot emits a pulse of arcane energy, magically scanning all creatures and objects within 30 feet. This functions as detect magic, detect evil and good (fiends only), and see invisibility, and does not require concentration.   Any fiend or invisible creature detected by this scan must succeed on a DC 15 Charisma saving throw. On a failed save, the creature sheds bright light in a 30-foot radius and cannot become invisible for 24 hours. The effect ends early if dispel magic is cast on the creature.   Reactions
Alarm Pulse. When the law bot takes damage, it can emit a piercing alarm. All law bots within 300 feet are alerted and know the alarm's location.
 
Description
 

History
 

Tactics
""

~ Lucas Vindex
Former Educator of the Odelian Order

Associated Locations
Cadmus, Thorn, Venden



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