Silicon Grappler

(Encounter Level: 4 - 6)

Monster Type

Construct

Strength

3d6

Hitpoints

3 Structural Points

Intelligence

2d4

Alignment

Ordered

Wisdom

2d4

Attacks

3/2

Faith

0

Parries

1/1

Dexterity

3d6

BatCh

18

Constitution

3d6

Base AC

4

Charisma

1d4

Movement (Run)

9//

Comeliness

1d4

Movement (Fly)

-

Sense Presence

 -

Movement (Swim)

-

Lowlight/Infravision

 -

Movement (Burrow)

-

Detect Motion Vectors

6 //

Spirit Points

0

Number per encounter

1 to 3

Empathic Rating

0%

Frequency

Uncommon

Empathic Resistance

100%

Size Class

4

 

Base Saving Throws

 

Save vs. Poison

Na

Save vs. Death Magic

Na

Save vs. System Shock

12

Save vs. Magical Weapon

12

Save vs. Spiritual Power

16

Save vs. Area Effect

16

Save vs. Sleep/Charm

Na

Attacks/Defenses: Punch: 1d6 / Punch: 1d6. Can shoot a Grappler with a range of 30-feet that hits the victim with an electrical charge. This deals 1d4 damage and the victim must make a Save vs. System Shock or be unable to take any actions the next round because of convulsions.

Energy Shield: This energy shield absorbs the first Structural Point worth of damage and regenerates every turn.

Resistances: Cold = 50%, Fire = 50%

Weaknesses: Double damage from Electrical attacks and Harmonic attacks.

Description: These beings were created at the same time as the Silicon Fists and use the same power plant and technology, but were used for minor security work and specialized in non-lethal tactics to immobilize targets for later interrogation. Unfortunately, these machines suffer from the same lack of world-awareness as the Silicon Fists - they have remained at their posts over the years, subduing all trespassers.

Silicon Grapplers appear as smaller versions of Silicon Fists and with a slightly different sensor configuration. Their claw-like hands function as short-range grapplers and deliver a powerful electrical shock to the victim in an effort to immobilize them.