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“Arachnid Robot: Stealthy, Explosive Agents of Technological Warfare”

Arachnid Robot: Stealthy, Explosive Agents of Technological Warfare
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The Arachnid Robot is a compact, dog-sized construct with eight nimble, metallic legs that allow for exceptional climbing and swift movement across all surfaces. Its body is constructed from dark, durable alloys, with sleek, angular plating and faintly glowing circuit lines. The most striking feature is its scorpion-like tail, housing a plasma torch capable of both cutting through metal and discharging dangerous plasma bursts. Its forelimbs end in razor-sharp claws, which aid in climbing, grasping, and combat. The robot’s overall design is both practical and intimidating, blending advanced technology with a fearsome, mechanical grace.


Behavior

Arachnid robots are intelligent but lack true autonomy. They are highly efficient and precise in carrying out their programmed tasks, often prioritizing stealth and precision over brute force. They will avoid direct combat unless absolutely necessary, preferring to disable enemies or infiltrate locations without detection. Though they possess basic self-preservation instincts, these robots are not above self-sacrifice and can be manipulated into explosive missions, detonating in a burst of plasma when critically damaged. Arachnid Robots are cold, calculating, and follow orders without hesitation.


Habitat

These constructs are typically found in urban and industrial environments, where they excel in infiltration and sabotage. They are often deployed in secretive workshops, underground laboratories, or by technologists looking to carry out covert operations. Due to their small size, Arachnid Robots can easily slip past guards, security systems, or enemy patrols, making them ideal for spying, sabotage, and assassination missions. They are also useful for high-risk operations where stealth and quick, decisive actions are necessary.


Modus Operandi

Arachnid Robots are most often used for covert operations such as surveillance, sabotage, and assassination. They rely heavily on stealth, using their climbing ability and small size to sneak into restricted areas. In combat, they are methodical, using their claws to incapacitate foes and their plasma torch to disable technology or deal damage from a distance. When severely damaged, they initiate a self-destruct protocol, causing a fiery explosion that can damage nearby creatures and structures. They are efficient and relentless in achieving their mission, often willing to sacrifice themselves in the process.


Motivation

Driven by programming, Arachnid Robots are loyal to their creators and tasked with completing their designated objectives. While they lack true desire or emotion, they are programmed to protect themselves from destruction unless their mission requires otherwise. Their primary motivation is to carry out their tasks, whether that involves gathering intelligence, sabotaging equipment, or eliminating threats. However, they can be tricked or coerced into performing sacrificial actions, making them potential weapons for those with the knowledge to exploit their nature.

  • Arachnid Robot 5.5
  • Arachnid Robot. Pathfinder
Arachnid Robot: Stealthy, Explosive Agents of Technological Warfare
Created with Chat Gpt

Small Construct (Robot)
CR: 1/2 | XP: 200


Armor Class: 14 (natural armor)

Hit Points: 15 (3d6 + 6)

Speed: 40 ft., climb 20 ft.


STRDEXCONINTWISCHA
9 (-1)13 (+1)10 (+0)12 (+1)1 (-5)

Saving Throws: Dexterity +3, Wisdom +3

Skills: Acrobatics +5, Disable Device +5, Perception +5, Stealth +5

Damage Resistances: Fire 5

Damage Vulnerabilities: Electricity

Condition Immunities: Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned, Stunned

Senses: Darkvision 60 ft., Passive Perception 15

Languages: Common, Hallit (understands but cannot speak)

Challenge Rating: 1/2 (200 XP)


Traits

  • Construct Nature: The Arachnid Robot doesn’t require air, food, drink, or sleep.
  • Explode (1/Day): When the Arachnid Robot is reduced to half of its hit points or fewer, it becomes unstable. If it takes damage while at or below half its maximum hit points, it can self-destruct. The robot must make a Dexterity saving throw (DC 10) or explode, dealing 2d4 plasma damage to all creatures within a 10-foot radius. Half of this damage is fire damage, and half is electricity damage. The save DC is Dexterity-based. This ability can be used only once per day, and the robot is destroyed by the explosion.
  • Fragile (Ex): When reduced to half or fewer hit points, the Arachnid Robot becomes staggered, its speed is reduced to half, and it cannot take reactions. Additional damage may cause the robot to explode, as described in the Explode ability.
  • Plasma Torch (Recharge 5-6): The robot can use its plasma torch in two ways:
    • Ranged Touch Attack: The robot makes a ranged touch attack against a creature within 15 feet. On a hit, the target takes 1d6 plasma damage, half fire and half electricity.
    • Cone Attack: The robot can unleash a 15-foot cone of plasma. All creatures within the cone must make a DC 10 Dexterity saving throw or take 1d4 plasma damage, half fire and half electricity. A successful save results in half damage.

Actions

  • Claws: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d3 – 1 slashing damage.
  • Plasma Burst (Recharge 5-6): As an action, the Arachnid Robot can release a burst of plasma in a 10-foot radius. All creatures within range must make a DC 10 Dexterity saving throw or take 2d6 plasma damage, divided evenly between fire and electricity. A successful save results in half damage.

Combat Style & Tactics

The Arachnid Robot excels at infiltration, sabotage, and precise strikes. It uses its climbing ability and stealth to gain advantageous positions, preferring to strike from unexpected angles. In combat, it relies on its Plasma Torch to attack from a distance, using its Cone Attack to hit multiple enemies at once or its Plasma Burst to clear a path.

If the robot is critically damaged, it will likely use its Explode ability to take out as many enemies as possible, making it a deadly last-resort weapon. However, it will avoid being cornered whenever possible, preferring to disengage and continue its mission.

Tactical Notes:

  • Mobility: The robot’s climbing speed allows it to stay out of reach, especially in tight spaces or vertical environments.
  • Explosive Sacrifice: If the Arachnid Robot is reduced to critical hit points, it will use its Explode ability to inflict maximum damage, making it a deadly asset or liability depending on the situation.
  • Energy Weaponry: Its Plasma Torch allows for both ranged attacks and area denial, ensuring it can deal damage from a distance and avoid direct conflict when necessary.
Arachnid Robot: Stealthy, Explosive Agents of Technological Warfare
Created with Chat Gpt

This dog-sized, spiderlike robot has a plasma torch mounted on a stinger-like limb and gripping claws on its forelegs.

Source Numeria, Land of Fallen Stars pg. 56
Originally posted in Archives of Nethys

Ubiquitous pets of technologists, arachnid robots also serve as sentinels and spies. Arachnid robots come equipped with a plasma welding torch that resembles a scorpion’s tail stinger and doubles as a weapon. Under stress, an arachnid robot’s plasma core can overload, destroying the robot in a fiery blast. This tendency inspired the practice of using the robots as suicide drones. An arachnid robot is intelligent enough to have a sense of self-preservation, however, and one can be made to undertake such a mission only through trickery.

Despite their scorpion-like appearance, arachnid robots’ ability to use their claws as an additional pair of legs when climbing or moving quickly has earned the robots the name ‘spiderbots’ among natives. Their small size makes them the most likely robots to be found, as they are the ones most easily smuggled past watchful Technic League agents.

Arachnid Robot CR 1/2
XP 200

N Small construct (robot)

Init +1; Senses darkvision 60 ft., Low-Light Vision; Perception +5
DEFENSE
AC 14, touch 12, flat-footed 13 (+1 Dexterity, +2 natural, +1 size)

hp 15 (1d10+10)

Fort +0, Ref +1, Will +1

Immune construct traits; Resist fire 5

Weaknesses fragile, vulnerable to critical hits, vulnerable to electricity
OFFENSE
Speed 40 ft., Climb 20 ft.

Melee 2 claws +3 (1d3-1)

Special Attacks explode, plasma torch
STATISTICS
Strength 9, Dexterity 13, Constitution -, Intelligence 10, Wisdom 12, Charisma 1

Base Atk +1; CMB -1; CMD 10 (18 vs. trip)

Feats Weapon Finesse

Skills Climb +7, Disable Device +10, Perception +5, Stealth +10; Racial Modifiers +5 Disable Device, +5 Stealth

Languages Common, Hallit
SPECIAL ABILITIES
Explode (Ex) If an arachnid robot is destroyed or takes damage while below half its maximum hit points, it must attempt a Fortitude saving throw with a DC equal to the amount of damage taken. If it fails, the robot explodes, dealing 2d4 points of plasma damage to all targets in a 10-foot-radius burst (Reflex DC 10 half). Half the damage dealt by plasma is fire damage, and half is electricity damage. This destroys the robot if it was still animate. The save DC is Dexterity-based.  

Fragile (Ex) When badly damaged, arachnid robots function poorly. An arachnid robot reduced to fewer than half its maximum hit points is staggered and moves at half speed. Further damage may cause the robot to explode.

Plasma Torch (Ex) An arachnid robot can use its arm-mounted plasma torch in two ways. First, it can use the torch to make a ranged touch attack against a target within 15 feet, dealing 1d6 points of plasma damage on a successful hit. Alternatively, the robot can emit a 15-foot cone from its torch, dealing 1d4 points of plasma damage to all targets in the area of effect (Reflex DC 10 half). The robot’s plasma torch requires 1 full round to recharge between uses. Half the damage dealt by plasma is fire damage, and half is electricity damage.
ECOLOGY
Environment any

Organization solitary, pair, or colony (3-12)

Treasure none
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