Semibot
Small Construct, Neutral
- Armor Class 15 (metal casing)
- Hit Points 27 (6d6 + 6)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 13 (+1) 6 (−2) 10 (+0) 5 (−3)
- Saving Throws Dex +4
- Skills Athletics +2, Acrobatics +4
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities poison, psychic
- Condition Immunities exhaustion, paralyzed, poisoned
- Senses darkvision 60 ft., passive Perception 10
- Languages Common, Memes
- Challenge 1/2 (100 XP)
Launch Propulsion
As a bonus action, the Semibot can launch itself up to 20 feet in a straight line. If it ends adjacent to a creature, it may make a Slam attack as part of this movement. After launching, the Semibot falls prone at the end of its movement and cannot launch again until it spends half its movement to right itself.
Item Toss
As an action, the Semibot can pick up and hurl a loose object weighing 30 pounds or less within 10 feet. The thrown object becomes an improvised weapon with a range of 20/60 ft.
Ranged Weapon Attack: +4 to hit, one target.
Hit: 9 (2d6 + 2) bludgeoning damage. The GM determines damage for special or hazardous objects.Slam
Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (1d10 + 2) bludgeoning damage.
Mic Spam (Recharge 5–6)
The Semibot blasts a deafening, distorted barrage of static, bass, and music from its internal speaker.
Each creature within 15 feet must succeed on a DC 12 Constitution saving throw or take 5 (1d8 + 1) thunder damage and have disadvantage on their next Perception check before the end of their next turn. On a successful save, the creature takes half damage and suffers no additional effect.Diagnostic Buzz (Recharge 5–6)
The Semibot emits a burst of sparks. All Semibots within 30 feet regain 1d6 hit points and have advantage on their next attack roll or saving throw before the end of their next turn.
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