Kel'tarar robot | Race/Species | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Kel'tarar robot

The Kel'tarar developed robotics way before they started bioengineering, which helped them create superior slaves, but not automatons. The robots had their senses reduced to help them be commanded, but this lead to smart dumb slaves who took commands literally with no cost analysis algorithms to help them decide IF something was not good for bio organics. Think saving the old guy who's more likely to live the resuce attempt instead of the child because robot was programmed to save life at all costs, not triage victims first... whoops!
ability score increase: 0 Constitution score, +6 Intelligence, -2 Wisdom
age: 0 - 17,000 years with proper upkeep and maintenance
alignment: Usually Lawful Neutral, but programmed with additional tendency for learning purposes {Example: Lawful Neutral Good}.
Size: Medium
speed: 40 ft climb, 40 ft walk, 20 ft walk underwater
Languages: Common, two others
parent race:
sub races:



race features:
Robots have no constitution score whatsoever. They do not breath, sleep, or eat, and they only need to shut down for about 4 hours per day to reset their logic circuits, run a gamut of learning heuristics, and then some self repair algorithms. They get the maximum amount of hit points each level, since their frames are always built with sturdiness in mind.   Robots are immune to charm, fright, honor, horror, poison, and terror. They may only be convinced with logic or perception, so Intelligence or Wisdom must be used to get them to comply. They are immune to psychic damage and any ability which is psychic in nature has disadvantage understanding code VS brain waves.   Robots are immune to magic, good or bad, since it's Constitution that life force comes from in this world. Robots use technology without any limitations unlike their bio organic cousins who lose Constitution points each time they get a cybernetic upgrade.   Robots are sealed shut and are immune to water pressure up to about 1 mile under the oceans of Boscage 4, and immune to the vacuum of space. If equipped properly, robots can travel to the planet of Boscage and all it's moons. Theoretically they could travel between galaxies, but would probably shut down before they got there, unless equipped with a space partitioner for example.   Robots all have a base armor class of 14.   Robots all have the same Lawful Neutral programming, but in addition they are programmed with either, chaos, evil, good, law, or neutrality to help them experience life in organic ways. This is for learning purposes, but it does make robots tied to various "codes" or "laws" that don't translate exactly to bio organic entities on Boscage 4.   Robots are known to make horrible but simple mistakes like merging into other oncoming robots because their sight algorithm thought the other shiny object next to them was the sunset, not a fellow robot, which makes for nasty consequences. The Kel'tarar programmers, although beyond genius, still didn't have a grasp of advanced psychology and pattern recognition, so robots calculations are amazing, but their ability to express them can be limited at times or outright assumptive. When ever a robot rolls a natural 1, don't treat it as a minor mistake, upgrade it to a major mistake.   The 3 sub races of robots are Analysts, Thinkers, and Warriors, all just exoskeletons and some basic programming modules to help their egos integrate into the new shell, which may be switched out with the proper facilites.   Analysts: The analyst was developed to understand emotions and overcome the triage problems the community faced, namely which bio organic entity deserved to live or die, since robots could easily be repaired with the proper facilities. Analysts get +4 Charisma and proficiency in the skill Persuasion. Unlike other robots, one may use Charisma to get them to comply.   Thinker: The thinker was designed to calculate without emotion to help overcome reactionary thinking as best as possible. Thinkers get a +4 to Intelligence and proficiency in the skill Investigation.   Warrior: The warriors job is protect the community defensively, since robots were forbidden in offensive fighting and programmed against it, needing a Willpower DC 20 check with disadvantage to engage enemies in neutral or rightfully occupied territories. Warriors are equipped with two retractable adamantium short swords that pop out of their wrists and chest mounted turrets, which consists of two Laser pistol, that primarily run on solar power, not clips of ammo unless needed. They may shoot each pistol 3 times before a short rest exposed to sunlight, or load external ammo clips into their turrets. Their base armor class is increased by 2 for a total of 16.
Analysts are 5'9" tall and have organic looking skin sheaths that produce more skin when damaged. This helps them to be more relatable to bio organic entities. Analysts have any features they want, but most go to a proper facility to get the upgrades, which include facial features, speech patterns. and smell emitters. Analysts are much more concerned about getting along than being correct, and usually speak politely and try to keep up socially in the group.   Thinkers are 5'8" tall and have a silver shine to their metallic bi pedal bodies, which come in various shapes that please the dungeon master and the meat puppets. They are a bit mechanical in their thinking, but they usually are correct, even if it tartars up the ship a bit on the way out of a nasty explosion.   Warriors are 6'6" tall and have a bronze shine to their metallic quadrupedal bodies, which comes in limited designs compared to the other robots. Usually they incorporate camouflaged paint jobs and other utilitarian upgrades, rarely concerned about "how others THINK they look." They communicate in a terse no non sense way, very concerned with the safety of others, especially children and the elderly.

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necroticnarrator.

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