Monster
Android
Outside your table’s allowed sources
Official reference · QftIS · 2014
- Creature type
- Construct
- Size
- Medium
- Armor class
- 15 (natural armor)
- Hit points
- 91 (14d8 + 28)
- Speed
- Walk 30 ft., Fly 30 ft. (hover; aerialist only), Swim 30 ft. (diver only)
- Challenge rating
- 5
- Alignment
- Lawful Neutral
- Strength
- 18
- Dexterity
- 18
- Constitution
- 15
- Intelligence
- 12
- Wisdom
- 13
- Charisma
- 10
- Passive Perception
- 17
- Saving Throws
- con: +5; wis: +4
- Skills
- history: +4; perception: +7
- Senses
- blindsight 60 ft. (sentry only), darkvision 60 ft.
- Languages
- Common plus the languages spoken by its creator
- Resistances
- acid, fire
- Immunities
- cold, poison
- Condition Immunities
- exhaustion, poisoned
Traits
Design Specialization
When the android is created, it gains one of six possible designs suited for its role (choose or roll a d6): 1, aerialist; 2, diplomat; 3, diver; 4, duelist; 5, medic; 6, sentry. This design determines certain traits in this stat block.
Lightning Overload
When the android takes lightning damage, it must succeed on a DC 10 Constitution saving throw or have the stunned condition until the start of its next turn.
Actions
Multiattack
The android makes two Force Strike attacks.
Force Strike
Melee Weapon Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 40/120 ft., one target. Hit: 15 (2d10 + 4) force damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or have the prone condition.
Reactions
Parry (Duelist Only)
The android adds 3 to its AC against one melee attack roll that would hit it. To do so, the android must see the attacker.
Spellcasting (Diplomat and Medic Only)
The android casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability:
2/day each: Cure Wounds (as a 3rd-level spell; medic only), Identify, Tongues (diplomat only)