A SCRAPPER
Scrapper
Large machine
Armour Class 14 (plating)
Hit Points 36 (20 - 56)
Speed 40 ft.
MIGHT | FINESSE | ACUMEN | SPIRIT |
---|---|---|---|
+2 (B) | +2 (D) | -2 (D) | -2 (D) |
Skills notice +4
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses night vision 60 ft., passive notice 14
Challenge 1 (200 XP)
Pounce. If the watcher moves at least 20 feet straight toward a creature and then hits it with a smash attack on the same turn, that target must succeed on a DC 13 might saving throw or be knocked prone. If the target is prone, the watcher can make one tail strike against it as a bonus action.
Salvager. The scrapper breaks down fallen machines and other Metal World technologies it finds. Refer to the salvaging page for rules governing this trait.
Actions
Multiattack. The scrapper makes two claw attacks or three laser bursts.
Claw. Melee weapon attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) melee impact damage.
Grinding Jaw. Melee weapon attack: +5 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) melee impact damage.
Laser Sweep. All creatures in a 20 ft. long, 5 ft. wide line must make a DC 13 finesse saving throw. On a failed save, they take 7 (2d4 + 2) laser damage.
Laser Burst. Ranged weapon attack: +5 to hit, range 30 ft., one target. Hit: 4 (1d4 + 2) laser damage.
Scan. The scrapper learns the current positions of all moving creatures and objects within 60 ft. of its own location, and can identify objects of salvageable value. The scrapper's scanner can be fooled by a creature who isn't visible to the scrapper and who remains completely still completely still. As a reaction when the scrapper scans, a creature that can see the scrapper but is hidden from it may make a DC 10 Finesse (Stealth) check. On a success, the scrapper doesn't learn the creature's location.
Components
Power Cell
AC 15; durability 20; damaged by tear, shock.
Tear. When tear damage reduces the power cell's durability to zero, it breaks off and falls in a randomly determined adjacent space. 1 sparker can be salvaged from the component.
Shock. When shock damage reduces the power cell's durability to zero, it explodes. Every creature within 10 feet must make a DC 12 finesse saving throw or take 7 (2d6) shock damage and suffer the stunned condition until the end of their next turn. On a successful save, a creature takes only half damage and isn't stunned. The scrapper automatically fails its saving throw.
Radar
AC 16; durability 20; damaged by tear.
Tear. When tear damages reduces the radar's durability to zero, it breaks and the scrapper can no longer use its scan action.
Scrapper Salvage
d20 roll | Number of Items |
---|---|
1-9 | 1 |
10-15 | 2 |
16-19 | 3 |
20 | 4 |
If a salvage item entry has a maximum, you can only salvage it from any given machine that many times. If you've already reached the limit and roll the same result again, move up the table one step and salvage that item instead. If necessary, continue moving up the table to the next available result for which you haven't already reached capacity.
d% roll | Item |
---|---|
1-18 | 1d6 shards |
19-36 | 1d4 wires |
37-54 | 1d6 sparkers |
55-65 | 1d2 metal vessels |
66-74 | 1d2 processed metal blocks (max 1) |
75-81 | 1 scrapper lens (max 2) |
82-85 | 1 small machine core (max 1 ) |
86-88 | 1 scrapper heart (max 2) |
89-94 | 1 randomly determined weave or coil (max 1). |
Roll a random weave or coil from the modification table below. Rare and Very Rare modifications also have a chance of a secondary or even tertiary effect, as explained on the Weaves and Coils pages.
d% roll | Modification |
---|---|
1-4 | Common Resist Corruption Weave |
5-9 | Common Resist Fire Weave |
10-13 | Common Resist Freeze Weave |
14-18 | Common Resist Melee Damage Weave |
19-23 | Common Resist Ranged Damage Weave |
24-28 | Common Resist Shock Weave |
29-33 | Common Stealth Weave |
34-37 | Common Corruption Coil |
38-42 | Common Damage Coil |
43-47 | Common Fire Coil |
48-51 | Common Freeze Coil |
52-56 | Common Handling Coil |
57-61 | Common Melee Damage Coil |
62-66 | Common Shock Coil |
67-70 | Common Tear Coil |
71-72 | Rare Resist Corruption Weave |
73-74 | Rare Resist Fire Weave |
75-76 | Rare Resist Freeze Weave |
77-78 | Rare Resist Melee Damage Weave |
79-80 | Rare Resist Ranged Damage Weave |
81-82 | Rare Resist Shock Weave |
83-84 | Rare Stealth Weave |
85-86 | Rare Corruption Coil |
87-88 | Rare Damage Coil |
89-90 | Rare Fire Coil |
91-92 | Rare Freeze Coil |
93-94 | Rare Handling Coil |
95-96 | Rare Melee Damage Coil |
97-98 | Rare Shock Coil |
99-100 | Rare Tear Coil |
— | Very Rare Resist Corruption Weave |
— | Very Rare Resist Fire Weave |
— | Very Rare Resist Freeze Weave |
— | Very Rare Resist Melee Damage Weave |
— | Very Rare Resist Ranged Damage Weave |
— | Very Rare Resist Shock Weave |
— | Very Rare Stealth Weave |
— | Very Rare Corruption Coil |
— | Very Rare Damage Coil |
— | Very Rare Fire Coil |
— | Very Rare Freeze Coil |
— | Very Rare Handling Coil |
— | Very Rare Melee Damage Coil |
— | Very Rare Shock Coil |
— | Very Rare Tear Coil |