Illusion Unit CR 14
DEFENSE HP 215
EAC 27; KAC 28
Fort +10, Ref +13, Will +15
Immunities construct immunities
Speed 20 ft., fly 30 ft. (Ex, perfect)
Melee slam +22 (6d6+14 B)
Ranged illusionary blast +24 (3d12+18 varies)
Spells Known (CL 14th; melee +22)
5th (3/day)—holographic terrain (DC 24), unwilling guardian (DC 24)
4th (6/day)—greater invisibility, holographic image (DC 23), overload systems (DC 23), resilient sphere (DC 23)
3rd (at will)—displacement, tongues
Illusionary Blast (Sp)
As an action, the illusion unit can make a ranged attack roll against a single target. This attack has a range increment of 100 feet and deals one of the following damage types of the illusion unit’s choice: acid, electricity, fire, or sonic. On a hit, the target can make a DC 22 Will save for half damage.
While the basic equipment within the illusion unit was designed for live entertainment, the robot has been adopted by covert ops units as a tool for widespread misdirection. The technomagical illusions are capable of overwhelming the enemy, turning them against themselves, and even killing them with ultra-real phantasms.
Fielo’s Guide to Known Space Robots of Known Space Copyright © 2017, Paul Stefko. Author Paul Stefko