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Hazards

Necroturrets

Level 3 complex hazard with 42 HP and hardness 10 that fires ice beams dealing 1d10+6 cold damage (DC 20 Fort save) and inflicting suppressed for 1 round in a 10-foot aura when cre...

commonMagicalMechanicalTechTrap
Lvl 3complexMagicalMechanicalTechTrap
AC
16
Fort
+14
Ref
+6
HP
42 (BT 21)
Hardness
10
Effectsave DC 20 Fortitude (basic) · 1d10+6 cold
AC
16
HP
42

Stealth +13 (trained) Disable DC 16 Computers (trained) or Vidgame Lore (trained) to shut down the necroturret's tech targeting system, DC 18 Arcana (trained), Nature (trained), Occultism (trained), or Religion (trained) to disrupt the necroturret's magical core, or DC 20 Athletics or Thievery to destroy vital circuits. A necroturret loses one action from its routine for each successful check made to disable it, or two actions on a critical success. AC 16, Fort +14, Ref +6 Hardness 10 HP 42 (BT 21) Immunities critical hits, object immunities, precision damage Lock On Reaction Trigger A living creature moves into a space within 120 feet of the necroturret; --- Routine (2 actions) The necroturret uses its actions to attack living creatures with its ice beams. It uses the Lock On reaction once every round to enhance its targeting matrix against the closest living creature. Necroturrets focus on targets trying to disable them. Ranged ice beam +12 (range increment 60 feet, volley 10 feet), Damage 1d10 cold and suppressed for 1 round (2 rounds on a critical hit) --- Reset A necroturret deactivates when it no longer detects living creatures within 120 feet of its location.