Thaumatillerist CR 18
DEFENSE HP 384
EAC 31; KAC 32
Fort +15, Ref +15, Will +19
Defensive Abilities fast healing 10; Immunities construct immunities
Speed 30 ft.
Melee arcane lance +29 (8d8+21 varies)
Ranged arcane blast +29 (4d12+20 varies)
Space 5 ft.; Reach 10 ft.
Spells Known (CL 18th; melee +29)
6th (3/day)—chain surge (DC 27), holographic image (DC 27)
5th (6/day)—greater dispel magic (+18 dispel check), heat leach (DC 26), synapse overload (DC 26), wall of force
4th (at will)—corrosive haze (DC 25), greater invisibility
When a thaumatillerist becomes aware of intruders, it attempts to hide using normal stealth and greater invisibility. When it decides to engage, it casts holographic image to create a decory and alternate firing position. (The thaumatillerist can use its arcane lance and arcane blast abilities through the holographic image.)
Arcane Blast (Sp)
As an action, the thaumatillerist can make a ranged attack with its arcane blast. This attack has a range increment of 100 ft. Roll a d6 to determine the damage type: 1, fire; 2, cold; 3, electricity; 4, acid; 5, sonic; 6, roll twice, ignoring this result, and use both types.
Arcane Lance (Sp)
As an action, the thaumatillerist can make a melee attack with its arcane lance against a creature within reach.
Roll a d6 to determine the damage type: 1-fire; 2-cold; 3-electricity; 4-acid; 5-sonic; 6-roll twice, ignoring this result.
Thaumatillerists are advanced technomagical constructs often found guarding research installations, covert military bases, and temples of technological deities. It is equipped with an arcane energy projector that can be used both in close combat and at range, and it is also capable of casting an array of spells. (The spells listed here are the most common loadout for a thaumatillerist, but GMs should feel free to switch any spell out for another of the same level.)
Fielo’s Guide to Known Space Robots of Known Space Copyright © 2017, Paul Stefko. Author Paul Stefko