Large Construct, Myra Guardian Myra, Law Enforcer Synth, Ewon Empire Capital Planet, Level 11
HP: 141 (2d8, 4d10, 5d12)
DgC/BC: 12/23
Speed: Normal: 8
Initiative: 5
Carrying capacity: 22
Damage immunity:
Damage resistance:
Damage vulnerability:
Condition immunity:
AGI
1
STR
6
VIT
3
CHA
-3
INT
1
WIS
-2
Adventuring: 1, Arcana: 2, Block: 7, Bravery: 3, Dodge: 1, Engineering: 4, Exertion: 5, Focus: 4, History: 2, Insight: 2, Intimidation: 2, Life Force: 3, Perception: 3, Psionics: 1, Religion: 2, Research: 1, Resilience: 2, Society: 1, Stamina: 6, Stealth: 1, Toughness: 2
AI: +1, Initiative: +1, Movement: +1, Sight: +2, Unarmed Attacks: +4
Ancient Arkin, Arkin, Common
Absorbing Shield. This creature gains 6 points of shielding. This shield is replenished at the beginning of This creature's turn. While this creature has at least 1 point of shielding it has advantage on all Resilience and Toughness checks.
Alert. This creature cannot be surprised and has advantage on initiative rolls. This creature can add 1d12 to all checks to notice traps, hidden creatures and objects.
Defensive Programming. Whenever This creature uses intercept missile or intercept movement it adds 1d8 to its Dodge and Block class until the beginning of its next turn.
Energy Module. This creature requires 1 DP charge to function for 24 hours. During operation This creature doesn't need to eat, drink and breathe and gets effects of long rest once without having to actually rest. It is immune to psychic damage. When not in operation This creature doesn't count as a creature
Hard to Hide. This creature has disadvantage on stealth checks.
Paladin. This creature gains permanent 3 m aura that manifests as divine glow to those it affects but is invisible otherwise and does not light up the space. Creatures of choice that are within this aura can add +4 to all Block, Dodge, Bravery and Focus checks. The effects of paladin auras from different sources do not stack. You are immune to effects of Paladin auras other than your own.
◆◆◆: Rend. Melee unarmed attack, Exertion(STR) to hit. 4d10 + STR slashing damage. If a creature drops to 0 HP it dies immediately and its body is destroyed. On complete hit the target must make Toughness(VIT) check equal to the damage taken, maximum 40, or gain 1 level of bleed. This attack is made with advantage against bleeding creatures.