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Robot, Emergency Medibot

Emergency Medibot CR 15

XP 51,200
NG Large construct (technological)
Init +5; Senses darkvision 60 ft, low-light vision; Perception +26

DEFENSE HP 306

EAC 29; KAC 30
Fort +11, Ref +14, Will +16
Immunities construct immunities

OFFENSE

Speed 30 ft.
Melee sedative injection +27 (5d8+17 nonlethal, crit Stunned”>stunned)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 15th)

1/daymystic cure (5th level), mass mystic cure

STATISTICS

Str +2, Dex +5, Con —, Int +5, Wis +9, Cha +7
Skills Life Science +31, Medicine +31
Languages Common
Other Abilities unliving

SPECIAL ABILITIES

Specialized Equipment (Ex)

The emergency medibot is always considered equipped with a medical lab without requiring free hands or taking up any Bulk.

ECOLOGY

Environment any
Organization solitary

Emergency medibots are a mainstay of spacefaring militaries. These units deploy to the battlefield and serve as mobile triage centers. The medibot’s rising pillar includes technomagical apparatuses capable of curing many combatants at once or even resuscitating a single high-value soldier who has very recently died. The pillar glows blue while these effects are charged, and switches to a dull green when they are depleted.

Even without this magical healing, the emergency medibot possesses all of the equipment and consumables of a full medical laboratory. It has multiple manipulator arms and can treat any injured being placed within 10 ft. The medibot is programmed with a version of the healer’s oath, meaning it will attempt to render medical assistance to anyone it can safely treat.

Salvage

The equipment inside an emergency medibot can be salvaged with a successful DC 37 Medicine check, yielding a full medical laboratory.

Section 15: Copyright Notice

Fielo’s Guide to Known Space Robots of Known Space Copyright © 2017, Paul Stefko. Author Paul Stefko