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The Monitor

The Monitor CR 4

XP 1,200
N Medium construct (magical, technological)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +10

DEFENSE

HP 50
EAC 16; KAC 18
Fort +4; Ref +4; Will +1
Defensive Abilities integrated weapons; Immunities construct immunities; SR 15

OFFENSE

Speed 30 ft., climb 30 ft.
Melee slam +10 (1d6+5 B, P, or S plus test applicator)
Ranged integrated zoologist injector pistol +13 (1d8+2 P plus sedative [1d4 nonlethal])

TACTICS

During Combat The Monitor chooses a new target once it has administered a given test to one “recalcitrant subject.” Once it has administered all four tests, it suggests the subjects “settle down for 10 minutes for observation.” If the PCs cease hostilities, so does the Monitor. However, it attacks again to restrain any subject who attempts to leave before the test is over.

Morale Dedicated to its duty, the Monitor attempts to administer its tests and defends itself until destroyed.

STATISTICS

Str +1; Dex +5; Con —; Int +3; Wis +0; Cha +0
Skills Computers +15, Engineering +10, Sense Motive +15
Languages Aklo (can’t speak any language); telepathy 100 ft.
Other Abilities unliving
Gear zoologist injector pistol with 20 darts and a cartridge with 20 doses of tier 1 sedative

SPECIAL ABILITIES

Test Applicator (Ex)

When the Monitor hits with its slam, the target is also subjected to one of the Monitor’s tests, the effects of which are described in the Creature section above. If the applicator lodges something in the target, someone can remove that object with a successful DC 20 Medicine check. Doing so is a full action that provokes attacks of opportunity. The Monitor has only four tests, as follows.

  • Project ACS Gamma—Credstick Gene Tracker: The target takes 1d6+7 slashing damage, and the Monitor jams the credstick into the wound, then seals the opening with sprayflesh. The stick transmits for 1 minute, then incinerates, dealing the subject another 2d6 fire damage (no save).
  • Project FF Alpha—Chiller: The slam deals bludgeoning damage, and the Fusion Fizz can breaks onto the target, dousing the target in a large enough amount of the liquid to affect it as if it took a sip. Being doused means the nanites that would have disintegrated the can instead attack the target, dealing 1d4 acid damage each round for 4 rounds (no save). As a full action, someone can douse the target in water, alcohol, or a similar liquid, allowing the target a DC 14 Fortitude saving throw to end the damage.
  • Project PS Epsilon—Radiant Dentin/Chitin Psychotropic: The slam deals piercing damage, as the Monitor stabs the brush into the target’s mouth or carapace. The paste sprays onto a localized area with its normal effects. The brush disintegrates over 1 minute, dealing the target 1d4 acid damage each round for the first 4 rounds of the process (no save).
  • Project PG Zeta—Shade Walking: The Monitor forces the shades onto the target, who must succeed at a DC 13 Will saving throw each round or teleport to a random location within range.
Section 15: Copyright Notice

Starfinder Adventure Path #26: Flight of the Sleepers © 2020, Paizo Inc.; Authors: Owen K.C. Stephens, with Leo Glass, Vanessa Hoskins, and Jenny Jarzabski.