{"name":"Police Automaton","challenge_rating":"2","types":"Robot","xp":"200","size":"Medium","sizer":"NONE","armor_class":"18 (natural armor)","hit_points":"60","speed":"30 ft","ini_mod":"","strength":"18","strength_p":"1","dexterity":"14","constitution":"18","constitution_p":"1","intelligence":"5","wisdom":"10","charisma":"2","strength_mod":"","dexterity_mod":"","constitution_mod":"","intelligence_mod":"","wisdom_mod":"","charisma_mod":"","skills":"Athletics +6","vulnerabilities":"Electrical, Acid","resistances":"Cold, Fire","immunities":"Poison, Poisoned, Charmed, Frightened","senses":"Darkvision 60 ft","gear":"","treasure":"","languages":"Common","pb":"+2","description":"A brass automaton with wide feet and covered in clockwork mechanisms. It has multiple glass lenses on it's head and has sharp claws on its arms.","traits":"[b][i]Robotic.[\/i][\/b] The Automaton doesn't need to eat, drink, breathe or sleep. It does need to be charged once per week.","actions":"[b][i]Claw.[\/i][\/b] [roll:1d20+6], on hit [roll:1d8+4] slashing damage, Strength Saving Throw DC16, on failure the creature is Restrained. It must succeed an Athletics or Acrobatics Check DC16 to break free or a successful Shove attack.\r\n\r\n[b][i]Electric Zap.[\/i][\/b] [roll:1d20+6], on hit [roll:2d4+4] lightning damage, the creature makes a Constitution Saving Throw DC16, on failure the creature is Stunned until the end of their next turn.","bactions":"","reactions":"[b][i]Self destruct.[\/i][\/b] Overload it's battery and self-destruct on the start of it's next turn. [roll:3d8+2] Force damage, Dex Save DC13 for half damage.","legactions":"","imageid":"6767718","source":"","vintage":"0","tags":"","isShared":"on","templateId":"17210","blockId":"1576234","world":"d027f1bd-d8f3-44b3-973d-b4acd6b5464e","folder":"30546"}