Anacite Wingbot

Anacite Wingbot CR 1/2

XP 200
N Small construct
Init +7; Senses darkvision 60 ft., low-light vision; Perception +1

DEFENSE

AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 15 (1d10+10)
Fort +0, Ref +3, Will +1
Immune construct traits
Weaknesses sunlight dependency

OFFENSE

Speed 40 ft., climb 20 ft., fly 40 ft. (average)
Melee bite +2 (1d6)
Ranged laser ray +5 (1d4 fire plus 1 burn)
Special Attacks burn (DC 10), trill

TACTICS

During Combat The anacite wingbot tries to remain out of reach and use its laser ray. It uses its Trill when it enters melee.

Morale The anacite wingbot fights to the death.

STATISTICS

Str 11, Dex 17, Con —, Int 1, Wis 12, Cha 6
Base Atk +1; CMB +0; CMD 13
Feats Improved Initiative
Skills Climb +8, Fly +5, Stealth +8
Languages Common (can’t speak); shortwave (100 ft.)

SPECIAL ABILITIES

Laser Ray (Ex)

An anacite wingbot’s laser ray has a range increment of 60 feet.

Shortwave (Ex)

An anacite can communicate telepathically, but only with other anacites or with creatures that have shortwave communication.

Sunlight Dependency (Ex)

An anacite wingbot is a solar-powered construct, but it can function at reduced capacity away from light. In areas of darkness, the anacite gains the sickened condition.

Trill (Ex)

An anacite wingbot can create a shrill trilling noise as a standard action. Any creature within 30 feet, other than anacite wingbots, must succeed at a DC 10 Fortitude saving throw or be sickened for 1d4 rounds. Whether successful or not, a creature can’t be affected by the same anacite wingbot’s trill for 24 hours. The save DC is Constitution-based.

ABOUT

A race of machines left behind by eons-departed masters, these constructs developed the capacity for evolution and self-improvement, creating an entire mechanical ecosystem. Anacites have varied general designs, but some have been engineered for specialized tasks. Two such specialists are the ambassador and the predator drone. While “anacite” officially refers only to the sentient varieties many off-worlders use it as a catchall term for the world’s mechanical life. Depending on their role, however, an anacite might be anything from a bulldozer-sized mining specialist to a floating electronic brain designed for advanced problem-solving, and even those anacites who fit the stereotypical metal-insect design usually have a modification or two, and almost all anacites can reconfigure parts of themselves to adapt to their circumstances.

In the uncounted millennia since the departure of the so-called “First Ones,” anacites have not been idle. The two primary factions of anacites, Those Who Wait and Those Who Become, have very different ideas of their purpose in life, yet the two are more alike than different.

While they variously wait for the First Ones to return or work toward taking on their progenitors’ mantle, anacites endlessly strive to acquire wealth and influence in preparation for their great goal’s fulfillment.

Anacite ambassadors travel to foster diplomatic relations.

Most often, anacite ambassadors serve on seedships as emissaries. Anacite ambassadors can easily learn languages. Further, although they are not warriors, ambassadors can protect themselves with built-in lasers.

To avoid tension during diplomacy, ambassadors keep this weapon retracted until it’s needed, though they usually notify their hosts about the laser unless there’s a good reason to keep it a secret.

These artificial creatures lack basic sentience yet nevertheless reproduce and fill one of the planet’s ecological niches. These 4-foot-long machines whir from ridge to ridge on wings glittering with solar panels, feeding on the blazing light of the sun. Wingbots can be territorial, and they occasionally attack off-worlders or other anacites.

Section 15: Copyright Notice

Mechanical Monsters © 2023, Legendary Games; Authors: Jason Nelson, Tom Phillips, Mike D. Welham, Matt Goodall, Alex Riggs, Matt Daley.

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