Yellow Gadget
The weakest gadget offensively, but the best all-rounder in all aspects. their semi-oblong body features 2 sets of split gears, with the pair looping around the back giving the look of a centurians helmet brush.
Basic Information
Anatomy
roundbodied bipdeal constructs with a large gear half attached to both tides, and a third gear half on their back
Additional Information
Facial characteristics
one green optical array that looks like an eye
Average Intelligence
Unremarkable
Perception and Sensory Capabilities
standard senses
Medium Construct (Machine): Lawful Neutral or Lawful Good
AC: 12, MOV: 30ft, HP: 15 (1D10+6)
STR: 10, DEX: 10, CON: 10, INT: 10, WIS: 10, CHR: 10
Languages: Binary
Challenge: 1/8 (25exp)
AC: 12, MOV: 30ft, HP: 15 (1D10+6)
STR: 10, DEX: 10, CON: 10, INT: 10, WIS: 10, CHR: 10
Languages: Binary
Challenge: 1/8 (25exp)
Features:
Damage resistances: water, earth, psychic
Damage vulnerabilities: fire, acid, lightning
Gadget Run: as a bonus action, yellow gadget may dash. If it does so by this ability, it cannot dash during it's next turn
Actions:
Unarmed Strike: melee weapon attack, +2 to hit (STR), 5ft reach, one target. Hit: 1D4 bludgeoning damage (counts as martial arts dice damage)
Gadget Roundhouse (recharge 5-6): melee spell attack, +2 to hit (WIS), 10ft reach, one target. Hit: 1D4+1 earth damage. the hit target must make a DC10 strength saving throw. on a failing save they become prone.
Damage resistances: water, earth, psychic
Damage vulnerabilities: fire, acid, lightning
Gadget Run: as a bonus action, yellow gadget may dash. If it does so by this ability, it cannot dash during it's next turn
Average Height
4-4.5ft
Average Physique
Perfectly average
Body Tint, Colouring and Marking
yellow with silver limbs anf gears
Geographic Distribution
Unarmed Strike: melee weapon attack, +2 to hit (STR), 5ft reach, one target. Hit: 1D4 bludgeoning damage (counts as martial arts dice damage)
Gadget Roundhouse (recharge 5-6): melee spell attack, +2 to hit (WIS), 10ft reach, one target. Hit: 1D4+1 earth damage. the hit target must make a DC10 strength saving throw. on a failing save they become prone.
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