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Robot, Majordomo Unit

Majordomo Unit CR 10

XP 9,600
Robot envoy
N Medium construct (technological)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +20


EAC 25; KAC 27
Fort +7, Ref +9, Will +11
Defensive Abilities duck under, situational awareness; Immunities construct immunities


Speed 30 ft.
Melee incapacitator +19 (3d4+11 B nonlethal)
Ranged aphelion laser pistol +21 (3d4+10 F)
Offensive Abilities improved get ‘em
Spell-Like Abilities (CL 10th)

1/daydiscern lies (DC 20), resistant armor


Str +1, Dex +3, Con —, Int +5, Wis +2, Cha +8
Skills Culture +25, Diplomacy +25, Sense Motive +25, Stealth +20
Languages Common, any four others
Other Abilities unliving
Gear white carbon skin armor, aphelion laser pistol with merciful fusion, incapacitator


Environment any
Organization solitary

Often serving as hosts at high-end merchant shops, exclusive hotels, and underground casinos, majordomo units are programmed for pleasant conversation, ready information, and awareness of the intentions of their guests. When necessary, the majordomo can defend itself in combat, but it focuses on dealing nonlethal attacks and avoiding danger.


The escort unit replaces the majordomo’s armor with a gold travel suit (EAC 22, KAC 23), and replaces Culture with Bluff.

Section 15: Copyright Notice

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