Strider
Medium machine
Armor Class: 10 Light
Hit Points: 19 (3d10 + 3)
Speed: 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 10 (+0) | 12 (+1) | 2 (-4) | 11 (+0) | 7 (-2) |
Senses: Passive Perception 10
Challenge: 1/4 (50 XP)
Overrides: PSI
- Charge
-
The Strider closes the distance and rams an enemy. For every 15 ft. the machine moved this round before hitting with an attack, the attack does +2 damage but is -1 to hit. Targets of medium or smaller size must make a DC 12 Dexterity saving throw or be knocked prone.
Actions
- Double Strike
-
The Strider rears back and kicks with both front legs. Melee Weapon Attack, +4 to hit, reach 5 ft., one target. Hit: 5 (2d4) bludgeoning damage.
- Hind Leg Kick
-
The Strider kicks out with both hind legs. Melee Weapon Attack, +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage.
- Rodeo Kick
-
The Strider bucks, making multiple kicks in a circle. Melee Weapon Attack, +2 to hit, reach 5 ft.. Targets all creatures within reach. Hit: 5 (2d4) bludgeoning damage.
- Spin Kick
-
The Strider spins, reversing direction with a twin rear kick. Melee Weapon Attack, +3 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage.
Components
- Body
- AC 10, 19 HP.
- Blaze Canister
- AC 12, 4 HP, can tear loose. Takes 2× damage (all types). Explodes when destroyed for 2d8 Fire damage to all creatures within 30 ft. Contains: 1× Blaze.
Loot
Item | Probability | Quantity |
---|---|---|
Blaze | 40% | 1 |
Machine Core, Small | 40% | 1 |
Metal Shards | 100% | 19 |
Strider Heart | 40% | 1 |
Strider Lens | 40% | 1 |
Wire | 100% | 9‑19 |