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Robot, Assassin

Assassin Robot CR 9

XP 6,400
N Medium construct (technological)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +22

DEFENSE HP 135

EAC 22; KAC 23
Fort +6; Ref +10; Will +6
Defensive Abilities integrated weapons, retractable weapons; Immunities construct immunities
Weaknesses vulnerable to critical hits, vulnerable to electricity

OFFENSE

Speed 40 ft., climb 40 ft.
Melee microserrated longsword +18 (2d10+13 S; critical bleed 2d6)
Ranged advanced semi-auto pistol +20 (2d6+9 P) or advanced shirren-eye rifle +20 (2d10+9 P)
Offensive Abilities holographic trick

STATISTICS

Str +4; Dex +6; Con —; Int +1; Wis +2; Cha +0
Skills Acrobatics +22, Athletics +17 (+25 to climb), Computers +17, Stealth +22
Languages Common
Other Abilities holographic camouflage, nanite repair, target tracking, unliving
Gear microserrated longsword, advanced semi-auto pistol with 48 small arm rounds, advanced shirren-eye rifle with 16 sniper rounds

SPECIAL ABILITIES

Holographic Camouflage (Ex)

An assassin robot uses advanced sensors in conjunction with a holographic projector to blend in with its surroundings. If the assassin robot remains still for 1 round, it gains a +10 bonus to Stealth checks and is treated as having concealment“>concealment until it moves out of its square; this doesn’t stack with invisibility or similar effects. As a move action, the robot can amplify this camouflage for up to 10 rounds per day, using the duration in 1-round increments. While the camouflage is amplified, the robot is affected as if by the invisibility spell.

Holographic Trick (Ex)

As a full action, an assassin robot can move up to its speed, blurred by holographic camouflage, and then make an attack with a one-handed melee weapon or small arm. After its movement, the robot can attempt a Stealth check; this check is opposed by a Perception check attempted by its target, and if the robot is successful, its target is flat-footed against the attack and takes 5d8 additional damage on a hit.

Nanite Repair (Ex)

An assassin robot’s nanites heal it, restoring a number of Hit Points per hour equal to its CR.

Once per day as a full action, the robot can regain 6d8 Hit Points.

Retractable Weapons (Ex)

When not in use, each of an assassin robot’s weapons is folded inside the robot’s body and hidden from sight. A creature unaware of the robot’s hidden weapons must succeed at a DC 35 Perception check to notice one. An assassin robot can deploy any or all of its weapons as a swift action or as part of making an attack or full attack. Its weapons are mounted, leaving the robot’s hands free, and the robot can’t be disarmed of them. As a swift action, the robot can retract any or all of its weapons.

Target Tracking (Ex)

As a move action, an assassin robot can lock on to one target it can see. The tracked target doesn’t benefit from concealment“>concealment against the robot and can’t succeed at Bluff checks against the robot to create a diversion.

This tracking ends if the tracked target dies or is destroyed, the robot ceases being able to see the target, or the robot ends it as a move action.

ECOLOGY

Environment any
Organization solitary, pair, or team (3–5)

Section 15: Copyright Notice

Starfinder Alien Archive 2 © 2018, Paizo Inc.; Authors: Alexander Augunas, Kate Baker, John Compton, Adam Daigle, Brian Duckwitz, Eleanor Ferron, Amanda Hamon Kunz, James Jacobs, Mikko Kallio, Jason Keeley, Lyz Liddell, Ron Lundeen, Robert G. McCreary, Mark Moreland, Matt Morris, Adrian Ng, Joe Pasini, Lacy Pellazar, David N. Ross, Stephen Rowe, Chris Sims, Owen K.C. Stephens, James L. Sutter, and Russ Taylor.