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Template Grafts | Universal Monster Rules


Azlanti Stellar Scout

Source Drift Crisis pg. 149

Azlanti Stellar Scout CR 6

XP 2,400
N Medium construct (magical, technological)
Init +6; Senses darkvision 60 ft.; Perception +23

Defense

HP 185
EAC 26; KAC 27
Fort +12; Ref +12; Will +16
Defensive Abilities void adaptation; DR 10/magic; Immunities 0/magic; Resistances fire 20; SR 23

Offense

Speed 40 ft., fly 80 ft. (Ex, perfect)
Melee nanite blade +20 (6d4+15 S; critical nanite burst [DC 21])
Ranged radiance beam +22 (2d10+13 F; critical blind [DC 21])
Offensive Abilities self-destruct (5d10 P, DC 21)
Spell-Like Abilities (CL 13th; melee +20)
1/day—control machines (DC 24), transfer consciousness (DC 24) 3/day—destruction protocol (DC 23), digital doorway, overload systems (DC 23) At will—discharge (DC 22), invisibility to technology, manipulate tech

Statistics

STR +2; DEX +6; CON +4; INT +8; WIS +2; CHA +0
Skills Acrobatics +23 (+31 to fly), Computers +28, Engineering +28, Stealth +28
Languages Azlanti, Common, Vesk, plus any 6 languages
Other Abilities spaceflight

Ecology

Environment any
Organization solitary

Special Abilities

Nanite Blade (Ex) An Azlanti stellar scout’s blade is composed of the same nanites as the construct itself, and functions as if it has the nanite weapon fusion.
Nanite Repair (Ex) Every hour, an Azlanti stellar scout regains 13 Hit Points as its nanites repair its body. Once per day as a full action, it can restore 5d8 Hit Points to itself, or to a touched construct or object.
Self-Destruct (Ex) When an Azlanti stellar scout’s Hit Points are reduced to 10 or fewer, it explodes on its next turn in a 15-foot-radius burst, even if it has already been destroyed. Creatures within range take 5d10 piercing damage (Reflex DC 21 half). As a full action that provokes attacks of opportunity, a creature adjacent to the scout can attempt a DC 34 Engineering check to disarm the self-destruct mechanism before it detonates.

Description

Stellar scouts are among the Azlanti Star Empire’s most sophisticated robots. Each is an anthropomorphic construct housing countless arcane nanites the robot can shape into powerful weapons and armor. Azlanti invasions often disperse dozens of these constructs prior to a major battle, relying on the robots’ spaceflight abilities to reach enemy starships. Once on board, a stellar scout infiltrates the starship’s essential systems, quietly sabotaging core functions, stealing data, neutralizing key crew members, or planting explosives. As with so many Azlanti technologies, a stellar scout offensively self-destructs when at risk of capture.
Each stellar scout’s core contains an aeon stone. By resonating the stone at specific frequencies, the robot can emulate magical feats, and the stressed aeon stone generates interference that stymies technological sensors and can overwhelm mundane programming. This construction requires regular replacement, so stellar scouts rarely remain active more than a few years before destroying the magic item.