A STRIDER
Strider
Large machine
Armour Class 12 (plating)
Hit Points 27 (12 - 42)
Speed 60 ft.
MIGHT | FINESSE | ACUMEN | SPIRIT |
---|---|---|---|
+3 (C) | +0 (C) | -2 (D) | -2 (D) |
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Proficiency +2
Senses night vision 60 ft., passive notice 8
Challenge 1/2 (100 XP)
Actions
Kick. Melee weapon attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) melee impact damage, and a large or smaller target must succeed on a DC 13 might saving throw or be knocked prone. If the target is prone, the strider can make one stomp attack against it as a bonus action.
Stomp. Melee weapon attack: +5 to hit, reach 5 ft., one target. Hit: 10 (3d4 + 3) melee impact damage.
Components
Blaze Canister
AC 15; durability 7; damaged by tear, fire.
Tear. When tear damage reduces the canister's durability to zero, it breaks off and falls in a randomly determined adjacent space. 1 blaze can be salvaged from the component.
Fire. When fire damage reduces the canister's durability to zero, it explodes. Every creature within 10 feet must make a DC 12 finesse saving throw or take 3 (1d6) fire damage and suffer the burning condition, taking 3 fire damage for 1d4 turns or until the condition is removed. On a successful save, a creature takes only half damage and isn't burning. The strider automatically fails its saving throw.
Strider 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 |
---|---|
1-20 | 1d6+2 shards |
21-40 | 1d3 wires |
41-60 | 1d2 sparkers |
61-73 | 1d2 blaze |
74-80 | 1 strider lens (max 2) |
81-84 | 1 small machine core (max 1 ) |
85-88 | 1 strider heart (max 2) |
89-100 | 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 |
---|---|
1-6 | Common Resist Corruption Weave |
7-13 | Common Resist Fire Weave |
14-19 | Common Resist Freeze Weave |
20-26 | Common Resist Melee Damage Weave |
27-33 | Common Resist Ranged Damage Weave |
34-40 | Common Resist Shock Weave |
41-47 | Common Stealth Weave |
48-53 | Common Corruption Coil |
54-60 | Common Damage Coil |
61-67 | Common Fire Coil |
68-73 | Common Freeze Coil |
74-80 | Common Handling Coil |
81-87 | Common Melee Damage Coil |
88-94 | Common Shock Coil |
95-100 | Common Tear Coil |
— | Rare Resist Corruption Weave |
— | Rare Resist Fire Weave |
— | Rare Resist Freeze Weave |
— | Rare Resist Melee Damage Weave |
— | Rare Resist Ranged Damage Weave |
— | Rare Resist Shock Weave |
— | Rare Stealth Weave |
— | Rare Corruption Coil |
— | Rare Damage Coil |
— | Rare Fire Coil |
— | Rare Freeze Coil |
— | Rare Handling Coil |
— | Rare Melee Damage Coil |
— | Rare Shock Coil |
— | 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 |