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Robot; EBOT

by Jamie Baty

DA3 39
Medium Construct
Hit Dice: 12d10+20 (86 hp)
Initiative: +4 (0 Dex, +4 Improved Initiative)
Speed: 30 ft. (6 squares) (can't run)
Armour Class: 19 (+9 natural), touch 10, flat-footed 19
Base Attack/Grapple: +9/+12
Attack: Needler +10 ranged (1d2 + Paralysis)
Full Attack: Needler +10/+5 ranged (1d2 + Paralysis)
Space/Reach: 5 ft. /5 ft.
Special Attacks: ---
Special Qualities: Airwalking, construct traits, darkvision 60ft., damage reduction 10/magic, low-light vision
Saves: Fort +6, Ref +6, Will +8
Abilities: Str 16, Dex 10, Con -, Int -, Wis 14, Cha 4
Skills: ---
Feats: Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Weapon Focus (Needler)
Environment: Any land
Organisation: Solitary, or Team (2-5)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 13-24 HD (Medium)
Level Adjustment: -

An Ebot is an Ecology Robot and is green in colour. The Beagle carries over 300 specialised robots designed for use in capturing, subduing and caring for specimens. All ebots are identical. They look exactly like ubots, except for there colour, but they are sheathed in light-gauge duralloy armour and have special shock-cushioning to protect their components from damage. Like ubots, they use a plenum chamber and airscrew arrangement to move. Ebots can extrude a variety of small tools from their torso, including medica1 sensors and needlers loaded with different types of powerful sleep-inducing drugs. They heed programming in Galactica or computer language.

Combat
Ebots never try to harm specimens; they are programmed only to subdue them. If they come up against a specimen too tough for them, they flee. Ebots don't try to capture aliens. However, they have discretionary circuits that cause them to try automatically to capture any representatives of other species within their assigned patrol area. Ebots are often found on patrol in wilderness areas.

Airwalking (Ex): Ebots can constantly make use of the Air Walk spell as if cast by a cleric with a caster level equal to the Ebot's Hit Dice. An Ebot cannot use this ability to move anymore than 1 ft off the ground. This ability cannot be negated.

Damage Reduction (Su): An ebot has damage reduction of 10/magic.

Construct Traits: A construct possesses the following traits: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, stunning, disease , death effects, and necromancy effects; Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain; Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless); Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less; Since it was never alive, a construct cannot be raised or resurrected; Constructs do not eat, sleep, or breathe. Please see the 3.5E Monster Manual for more information.