
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
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 10; 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 10 (3d6) 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 says "(max 1)", if you roll the same result again for the same machine treat the result as though it were the previous available entry in the table. If that loot item is also limited to a maximum of 1 and has already been received, keep moving up the table.
d% roll | Item |
---|---|
1-24 | 1 shard |
25-48 | 1 wire |
49-72 | 1 sparker |
73-85 | 1 blaze |
82-90 | 1 strider lens (max 1) |
91-95 | 1 small machine core (max 1 ) |
96-100 | 1 strider heart (max 1) |