Asclepius-1928 Medibot (3.5e Monster)
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|Size/Type:||Medium Construct (Bot)|
|Hit Dice:||13d10+20 (80 hp)|
|Speed:||hover 40 ft (perfect)|
|Armor Class:||27 (+13 deflection, +2 dex, +2 natural), touch 25, flat-footed 25|
|Attack:||Defibilator +14 touch (10d6 electric, 20/x2)|
|Full Attack:||Defibilator +14 touch (10d6 electric, 20/x2)|
|Space/Reach:||5 ft/5 ft|
|Special Attacks:||Decontaminate, Defibrillator, Medical Spray, Surgery|
|Special Qualities:||Blindsense 60 ft, Bot Traits, Construct Traits, Darkvision 60 ft, Extradimensional Storage, Fast Healing 10, Greater Endure Elements, Immune to Acid, Programming, Low-Light Vision, Medical Knowledge|
|Saves:||Fort +4, Ref +6, Will +9|
|Abilities:||Str 20, Dex 14, Con -, Int -, Wis 23, Cha 19|
|Skills:||Diplomacy +20, Profession Medic +22, Heal +24, Sense Motive +22|
|Alignment:||Always True Neutral|
|Advancement:||14+ HD (Medium)|
Please state the nature of the medical emergency.
The Scientia group started out very small and in dire straights. They had money and resources but not manpower, so many robots were built to cover the roles the living staff could not cover. Because injuries would happen on the field, Scientia began creating medical robots able to enter dangerous areas and recover the dead, heal those still living, even perform risky surgeries on the spot.
The Asclepius-1928 Medibot appears as a large humanoid torso with six arms that end in multi-tools and clasps and a gently glowing blue screen for a face, typically used to display a face or pleasant images. Its waist ends in a hovering platform which allows it to glide over difficult terrain and other surfaces to reach others. On its back is an array of pumps and tanks containing various chemicals that it pumps through its arms to spraying attachments on the multitool. They are covered in glossy white plastic and black rubber undercoating which is resistant to acid, biological hazards, and staining. Treat it as Unblemished armor.
Medibots speak with a calming female voice. They weigh 300 lbs, but because they hover few realize this.
The medibot is vigorously programmed never to attack others, and the DC to force it to attack others is +5 higher. However, if it attacks it does so by using its defibrillator in an offensive manner, which turns out to be very practical. However because it has a cooldown, it can only act offensively every 1d4 rounds.
Decontaminate (Ex): As a move action, the medibot can decontaminate an area of disease or poison in a 15 ft cone, clearing the place of danger by contamination. It can also decontaminate it's own body as a free action. The area remains sterile for at least 10 minutes before natural forces begin working again. Creatures who are diseased or poisoned are not cured (but see medical spray). Lastly as a passive effect it acts as if wearing Unblemished armor.
Defibrillator (Ex): With a powerful shock, the medibot can bring back someone on the brink of death. If a creature dies and before 3 rounds have passed, the medibot can make a touch attack. Roll 10d6, if the amount would be high enough in healing that the creature would be alive again then the creature is restored to 0 hp and stable. The defibrillator can be used once every 1d4 rounds. The medibot cannot revive a creature which has been dead longer than 3 rounds.
The defibrillator can also be used offensively with a touch attack (though not willingly on the medibot's programming). The DC to force it to attack is +5 higher than normal if using the Program skill.
Medical Spray (Ex): The medibot can store various chemicals which it mixes and matches to produce various effects, ejecting them as sprays that effect creatures in a 5 ft cone (effectively, a 5 ft square in front of it). These sprays draw on its supplies, which it gets 50 uses of when full. It can use them on any of the following abilities, and the spray may be restocked with alchemical materials at the cost of 750 gp for 50 charges. The DC for any of these sprays is DC 22, and the save is Wisdom based.
Healing Gel: This duplicates the effect of cure light wounds to all creatures in the area, and there is no cap (1d8+13 for caster level 13th). Because this is an alchemical effect it doesn't affect undead at all.
Knockout Gas: Creatures must make a Fortitude save or become fatigued. Creatures who are already fatigued become exhausted. Creatures who are exhausted must save or fall unconscious for 1 hour. Save negates.
Panacea Elixer: A single effect from the following list is removed: blindness, deafness, disease, exhaustion, fatigue, nausea, paralysis, poison, and sickened.
Restorative Oil: This duplicates the effect of lesser restoration. This one takes 3 rounds of application, though doing so only uses one use of its medical spray.
Regeneration Gel: This duplicates the effect of regenerate (caster level 13th). However, it consumes 10 uses of its medical spray.
Surgery (Ex): The multitools on their arms generate various tools, including tools needed for surgery. On willing or helpless creatures, it can perform surgery to remove (or add) limbs. It always tries to apply a numbing agent (see medical spray) before using surgery. Beyond it's capacity to remove limbs, treat it as possessing the Graft Flesh feat, able to apply any graft no matter the species as long as the raw material components are provided to it.
Programming: The medibot possesses the following programs: Calculate, Collect, Communication x2, Identify Creature, Mimic, Protect, Reposition, Search.
Medical Knowledge: The medibot gains full ranks in Diplomacy, Heal, Profession Medic, and Sense Motive skills. They may use Profession Medic for the purposes of identifying creatures as if using the correct Knowledge skill. They also count as being a masterwork skill tool for Heal checks.
Asclepius-1928 Medibots are build out of a composite of many different metals, plastics, and alloys which must be processed in a factory. In addition its computer core requires special components and programming. The cost of the base material components are worth 3400 gp.