Necroturrets
Level 3
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.
Complex Hazard · Level 3
AC 16 · Fort +14 · Ref +6 · Hardness 10 · HP 42 (BT 21)
The necroturret locks on to the closest living creature, granting the necroturret a +1 circumstance bonus to its next attack roll. All living creatures within 10 feet of a necroturret take 1d10+6 cold damage with a DC 20 basic Fortitude save as the turret charges its capacitors. The necroturrets then roll for initiative.
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