TEXT: ROBO T S OF  K N OWN 
  SPACE
  
  F IELO D U QUAT H
  ii
  
  F IELO’ S GU ID E T O 
  K N OWN SPACE
  ROBO T S OF  K N OWN 
  SPACE
  Design & Writing: Paul Stefko
  Editing: Jamie Lackey
  Art: Inkrobot, pixabay.com; Icons: Lorc & Delapouite, via game-icons.net
  Layout & Graphic Design: Paul Stefko
  CONTENTS
  Introduction 
  2
  Dealing with Robots 
  2
  Taking Control of a Robot 
  2
  Reference Symbols 
  2
  Robots of Known Space 
  3
  Observation Bot 
  CR 1 
  3
  Drill Bot 
  CR 2 
  3
  Barrier Bot 
  CR 3 
  4
  Courier 
  CR 4 
  5
  Infiltration Unit 
  CR 5 
  6
  Aerial Retriever 
  CR 6 
  6
  Coastal Patrol Unit 
  CR 7 
  7
  Autonomous Repair Unit 
  CR 8 
  8
  Arcane Sentry Bot 
  CR 9 
  8
  Majordomo Unit 
  CR 10 
  9
  Demolition Bot 
  CR 11 
  10
  Heavy Infantry Unit 
  CR 12 
  10
  Tronic Defender 
  CR 13 
  11
  Illusion Unit 
  CR 14 
  12
  Emergency Medibot 
  CR 15 
  13
  Abyssal Engine 
  CR 16 
  13
  Astral Avenger 
  CR 17 
  14
  Thaumatillerist 
  CR 18 
  15
  Hellreaver Automaton 
  CR 19 
  16
  OPEN GAME LICENSE VERSION 1.0A 
  17
  LEGAL INFORMATION
  Copyright © 2017, Paul Stefko.
  Starfinder is a registered trademark of Paizo Inc., and the Starfinder 
  Roleplaying Game and the Starfinder Roleplaying Game Compatibility 
  Logo are trademarks of Paizo Inc., and are used under the Starfinder 
  Roleplaying Game Compatibility License. See http://paizo.com/starf-
  inder/compatibility for more information on the compatibility license.
  Compatibility with the Starfinder Roleplaying Game requires the Starf-
  inder Roleplaying Game from Paizo Inc. See http://paizo.com/starfinder 
  for more information on the Starfinder Roleplaying Game. Paizo Inc. 
  does not guarantee compatibility, and does not endorse this product.
  Declaration of Product Identity: All character names, place 
  names, and story elements (with the exception of those already de-
  clared Open Game Content) are hereby declared product identity.
  Declaration of Open Game Contnet: With the exception of mate-
  rial declared product identity, all game mechanics in this document are 
  hereby declared Open Game Content.
  1
  
  INTRODUCTION
  Welcome to Robots of Known Space — part of Fie-
  lo’s Guide to Known Space! I am, of course, your 
  humble chronicler, Fielo Duquath.
  In my time traversing known space, I have run into 
  many forms of construct, both magical and tech-
  nological. The advancement of robotics has been 
  a boon to nearly every field, from construction 
  and colonization efforts to defense and hazardous 
  waste disposal. They can be strong, sleek, or stolid. 
  While most robots are poor conversationalists, 
  some can surprise you with their wit. Whether this 
  is a natural product of their personalities or the 
  work of talented programmers, I have never been 
  able to discern. And in the end, if we cannot tell 
  the difference, is there really a difference at all?
  DEALING WITH ROBOTS
  All technological constructs share several com-
  mon traits that make them more formidable than 
  comparable organic foes. Their mechanical natures 
  mean that they ignore many of the weaknesses 
  of flesh, such as bleeding, disease, poison, and 
  the needs for food, water, atmosphere, or sleep. 
  Magical effects that debilitate living bodies are also 
  useless against them. Robots with limited artificial 
  intelligence may even ignore effects that trick the 
  mind or alter thoughts.
  A robot’s unliving nature can also be a detriment, 
  of course. They do not heal naturally, replying on 
  mechanical repair or spells like make whole to 
  recover from damage. However, some robots do 
  feature internal repair systems that can regenerate 
  damage given enough time. In any case, robots 
  lack the vital spark or soul of true sentients, and 
  they cannot be brought back from destruction with 
  any magic short of the greatest miracle or wish.
  TAKING CONTROL OF A ROBOT
  If you disable a robot without destroying it, you 
  may be able to reprogram it. A robot’s computer is:
   
   Tier 1 (DC 17) at CR 2 or less
   
   Tier 2 (DC 21) at CR 3-4
   
   Tier 3 (DC 25) at CR 5-6
   
   Tier 4 (DC 29) at CR 7-8
   
   Tier 5 (DC 33) at CR 9-10
   
   Tier 6 (DC 37) at CR 11-12
   
   Tier 7 (DC 41) at CR 13-14
   
   Tier 8 (DC 45) at CR 15-16
   
   Tier 9 (DC 49) at CR 17-18
   
   Tier 10 (DC 53) at CR 19 or higher.
  All such computers are secured (requiring a Com-
  puters check at the listed DC to access), and the 
  robot’s owner or operator will typically have a 
  physical security key (granting a +5 bonus to 
  Computer checks with the system). The robot’s core 
  programming is typically cordoned off behind a 
  firewall, requiring a second Computers check at 
  the listed DC + 2 to access.
  REFERENCE SYMBOLS
  Creatures in Fialo’s Guide to Known Space are 
  divided into three categories based on their prima-
  ry role in or out of combat. We use special icons in 
  each creature stat block as a quick note for GMs.
  Combatants are mostly geared toward 
  fighting and dealing damage at range or up 
  close.
  Experts rely on their training and feature 
  more varied and higher rated skills than 
  other creatures.
  Spellcasters use magic in the form of spells 
  or spell-like abilities, and are often more 
  complex than other creatures of the same 
  challenge rating.
  2
  
  ROBOTS OF KNOWN SPACE
  OBSERVATION BOT 
  CR 1
  XP 400
  N Small construct (technological)
  Init +4; Senses darkvision 60 ft., low-light 
  vision; Perception +10
  Defense 
  HP 17
  EAC 11; KAC 12
  Fort -1, Ref -1, Will +2
  Immunities construct immunities
  Offense
  Speed 40 ft.
  Melee slam +5 (1d4+1 B)
  Ranged electrical burst +7 (1d4+1 E)
  Offensive Abiliities distraction (DC 12)
  Statistics
  Str +0, Dex +4, Con —, Int +1, Wis +2, Cha +0
  Skills Acrobatics +10, Athletics +5, Stealth +10
  Languages can understand Common but cannot 
  speak
  Other Abilities unliving
  Ecology
  Environment any
  Organization solitary, pair, or crew (3-8)
  Special Abiliities
  Electrical Burst (Ex): As an action, the 
  observation bot can make a ranged attack against 
  a single target. This attack has a range increment 
  of 30 feet.
  Observation bots are commonly used by organi-
  zations that are short on manpower as a cheap 
  alternative to trained sentries. The small four-
  legged robot features a central orb festooned with 
  sophisticated sensors that allow it to see well in 
  little or no light. For defense, the standard model is 
  equipped with an oscillating electric field genera-
  tor that disrupts the nervous systems of many life 
  forms.
  VARIANTS
  Many who employ observation bots modify the 
  sensor orb with other systems suited to the envi-
  ronment in which they expect to deploy.
  Replace low-light vision with blindsense (scent 
  or vibration) 60 ft. Alternately, remove distraction 
  from Offensive Abilities and add one of the follow-
  ing to Senses:
   
   Blindsense (life, radar, thought, etc.) 60 ft.
   
   Blindsight (any) 60 ft.
   
   See in darkness
   
   Sense through (any)
  DRILL BOT 
  CR 2
  XP 600
  N Large construct (technological)
  Init +2; Senses blindsight (vibration) 60 
  ft., darkvision 60 ft., low-light vision; 
  Perception +7
  Defense 
  HP 30
  EAC 13; KAC 15
  Fort +2, Ref +2, Will -1
  Immunities construct immunities
  Offense
  Speed 30 ft.
  Melee drill gore +11 (1d6+6 P)
  Space 10 ft.; Reach 10 ft.
  Offensive Abilities trample (1d6+6 P, DC 11) 
  3
  
  Statistics
  Str +4, Dex +2, Con —, Int —, Wis +1, Cha -2
  Other Abilities mindless, unliving
  Ecology
  Environment any
  Organization solitary or pair
  Originally designed for excavation on rocky 
  worlds, drill bots can be easily retasked for de-
  fense. Their diamondoid drill bits can deal consid-
  erable damage to sentients and equipment alike. 
  When sent to fight, they are prone to trampling 
  their foes, head down, drill spinning. Typically, 
  however, these mindless constructs ignore every-
  thing but the rock in front of them.
  SALVAGE
  The drill of a defeated drill bot can be salvaged as 
  a personal weapon. Treat the drill as a level 2 ad-
  vanced melee weapon designed for a Large crea-
  ture; a Medium or Small creature can wield it at -4 
  to attack rolls. It deals 1d6 piercing damage and is 
  Bulk 1 and Powered (capacity 20, usage 1). It has 
  no real market value.
  BARRIER BOT 
  CR 3
  XP 800
  N Medium construct (technological)
  Init +2; Senses darkvision 60 ft., low-light 
  vision; Perception +8
  Defense 
  HP 40
  EAC 14; KAC 16
  Fort +3, Ref +3, Will +0
  Immunities construct immunities
  Offense
  Speed 30 ft.
  Melee slam +11 (1d6+7 B)
  Statistics
  Str +4, Dex +2, Con —, Int —, Wis +1, Cha -2
  Feats Bodyguard, Stand Still
  Languages understands Common but cannot 
  speak
  Other Abilities mindless, unliving
  Ecology
  Environment any
  Organization Solitary, pair, or squad (3-4)
  Special Abilities
  Barrier (Ex): The barrier bot provides improved 
  cover, not soft cover, to allies adjacent to it.
  Essentially a pair of shields on an articulated, mo-
  bile frame, the barrier bot is used to create cover 
  and block approaching opposition. Security forces 
  4
  
  often deploy barrier bots during riots to control 
  the terrain and funnel perpetrators. These robots 
  can also be used as impromptu bodyguards for 
  high-profile individuals.
  SALVAGE
  With a successful Engineering check (DC 15), you 
  can recover a defeated barrier bot’s shield and at-
  tach it to any suit of heavy armor as a level 3 armor 
  upgrade. This uses one upgrade slot and grants the 
  armor +1 EAC and +2 KAC. The shield has Bulk 1 
  and no market value.
  COURIER 
  CR 4
  XP 1,200
  N Medium construct (technological)
  Init +5; Senses darkvision 60 ft., low-light 
  vision; Perception +10
  Defense 
  HP 45
  EAC 16; KAC 17
  Fort +2, Ref +6, Will +2
  Immunities construct immunities
  Offense
  Speed 60 ft., climb 30 ft.
  Melee slam +9 (1d4+5 B)
  Ranged laser +11 (1d6+6 F)
  Statistics
  Str +1, Dex +5, Con —, Int +3, Wis +1, Cha -1
  Skills Acrobatics +15, Stealth +15
  Other Abilities unliving
  Ecology
  Environment any
  Organization solitary
  Couriers are just that: robots that deliver import-
  ant goods quickly. They usually operate in urban 
  environments, skittering about on skyscrapers like 
  metal spiders. As tireless constructs, they can also 
  make long overland journeys without pausing for 
  meals or sleep. However, this is only economical 
  in areas where larger vehicles are unable to oper-
  ate, including thick jungles or in tight subterranean 
  tunnels.
  To protect their cargo, these robots feature a built-
  in laser rifle to pick off attackers before they can 
  close. A courier’s primary defense is its speed, 
  however, and it will only fight opponents that it 
  cannot outrun.
  VARIANTS
  Couriers may be adapted to a particular environ-
  ment. Examples include:
   
   Underground: Add “blindsense (vibration) 
  60 ft.” to Senses. Replace “climb 30 ft.” with 
  “burrow 30 ft.”
   
   Underwater: Lower saving throws by 1, 
  and add “amphibious” to Other Abilities. 
  Add the aquatic subtype, replace “climb 30 
  5
  
  ft.” with “swim 60 ft.,” and add “Athletics 
  +15” to Skills.
   
   Vacuum: Replace “climb 30 ft.” with “fly 
  30 ft. (Su, perfect).”
  INFILTRATION UNIT 
  CR 5
  XP 1,600
  Robot operative
  N Medium construct (technological)
  Init +7; Senses darkvision 60 ft., low-light vision; 
  Perception +12
  Defense 
  HP 65
  EAC 19; KAC 20
  Fort +2, Ref +5, Will +6
  Defensive Abilities cloaking field, evasion, 
  holographic clone; Immunities construct 
  immunities
  Offense
  Speed 40 ft.
  Melee survival knife +11 (1d4+5 S)
  Ranged frostbite-class zero pistol +13 (1d6+5 C, 
  crit staggered)
  Offensive Abilities debilitating trick, trick attack 
  +3d8
  Statistics
  Str +0, Dex +5, Con —, Int +2, Wis +3, Cha +1
  Skills Acrobatics +17, Computers +17, Stealth 
  +17
  Languages Common
  Other Abilities unliving
  Gear Estex II armor suit, survival knife, frostbite-
  class zero pistol with 2 batteries
  Ecology
  Environment any
  Organization solitary
  Infiltration units are highly specialized human-
  oid constructs designed for stealth insertion, data 
  retrieval, and occasionally assassination. These 
  robots are agile, intelligent, and programmed with 
  maximum autonomy. Their hardware features 
  unique holographic projectors that can cloak them 
  in a stealth field or create images to distract oppo-
  nents.
  AERIAL RETRIEVER 
  CR 6
  XP 2,400
  N Large construct (technological)
  6
  
  Init +3; Senses darkvision 60 ft., low-light vision; 
  Perception +13
  Defense 
  HP 90
  EAC 18; KAC 20
  Fort +6, Ref +6, Will +3
  Immunities construct immunities
  Offense
  Speed 30 ft., fly 30 ft. (Ex, good)
  Melee pincer +16 (1d8+11 plus grab)
  Ranged taser bolts +13 (1d10+6 E)
  Statistics
  Str +5, Dex +3, Con —, Int +0, Wis +2, Cha -2
  Skills Acrobatics +13, Survival +18
  Languages Common
  Other Abilities unliving
  Ecology
  Environment any
  Organization Solitary or pair
  These hulking robots are used to apprehend crimi-
  nal suspects out from crowds during riots and other 
  tense security situations. Their heavy pincers serve 
  as mancatchers, grappling targets around the torso 
  before lifting them up and away. Like poorly main-
  tained carnival games, these robots have a tenden-
  cy to drop unruly captives from a great height. The 
  ruthless security forces who deploy them are not 
  generally concerned with this fact.
  COASTAL PATROL UNIT CR 7
  XP 3,200
  N Medium construct (aquatic, technological)
  Init +5; Senses darkvision 60 ft., low-light 
  vision; Perception +19
  Defense 
  HP 100
  EAC 19; KAC 20
  Fort +4, Ref +8, Will +7
  Immunities construct immunities
  Offense
  Speed 40 ft., swim 60 ft.
  Melee slam +16 (1d8+9 B)
  Ranged water jet +16 (1d8+7 B)
  Statistics
  Str +2, Dex +5, Con —, Int +0, Wis +4, Cha -2
  Skills Athletics +19, Sense Motive +14, Stealth 
  +14, Survival +19
  Languages Common
  Other Abilities amphibious, unliving
  Ecology
  Environment coastal regions
  Organization solitary
  Special Abilities
  Water Jet (Ex): As a ranged attack, the coastal 
  patrol unit can shoot a jet of water with a range 
  increment of 30 ft. This attack targets EAC, and 
  on a hit, the target must make a DC 17 Reflex 
  save or be pushed 10 ft. away and knocked 
  prone.
  Water Walking (Ex): The coastal patrol unit can 
  move on the surface of water as if it were solid 
  ground, but using their full swim speed.
  Cities on the countless oceans across countless 
  worlds need regular patrols to safeguard their 
  waters from threats on, beneath, and above the 
  surface. Coastal patrol units are specialized robots 
  that are often deployed in this capacity, forming 
  tight nets around major ports. Their main arma-
  ment is a powerful pump that draws water into a 
  jet capable of knocking exposed crew off of target 
  vessels.
  7
  
  AUTONOMOUS REPAIR 
  UNIT 
  CR 8
  XP 4,800
  Robot mechanic
  N Medium construct (technological)
  Init +4; Senses darkvision 60 ft., low-light vision; 
  Perception +16
  Defense 
  HP 115
  EAC 20; KAC 21
  Fort +6, Ref +6, Will +6
  Immunities construct immunities
  Offense
  Speed 30 ft.
  Melee buzzblade dueling sword +16 (2d6+10 S)
  Ranged red star plasma pistol +18 (1d8+8 E & F, 
  crit burn 1d8)
  Offensive Abilities improved overcharge, 
  overload
  Statistics
  Str +2, Dex +4, Con —, Int +6, Wis +2, Cha -2
  Skills Computers +21, Engineering +21, Physical 
  Sciences +21
  Other Abilities expert rig, miracle worker 1/day, 
  remote hack, unliving, wireless hack
  Gear buzzblade dueling sword, red star plasma 
  pistol
  Ecology
  Environment any
  Organization solitary
  Special Abilities
  Target Tracking (Ex): As a move action, the 
  autonomous repair unit can designate and track 
  two targets, gaining a +2 bonus to attack rolls 
  against each.
  Autonomous repair units are valuable editions to 
  any large starship or space station. They are capa-
  ble of analyzing and repairing damage without di-
  rection from the crew. But more and more, auton-
  omous repair units are being fielded by mercenary 
  companies that lack a dedicated mechanic and 
  computer expert. The unit’s ability to overcharge 
  and even overload equipment can give a squad an 
  invaluable edge in combat. And when equipped 
  with decent weapons, a repair unit can even serve 
  as a fair guard in its own right.
  ARCANE SENTRY BOT 
  CR 9
  XP 6,400
  N Medium construct (technological)
  Init +4; Senses darkvision 60 ft., low-light 
  vision; Perception +22
  Defense 
  HP 144
  EAC 21; KAC 22
  Fort +6, Ref +9, Will +10
  Immunities construct immunities
  Offense
  Speed 30 ft.
  Melee slam +16 (3d4+11 B)
  Ranged force blast +18 (2d6+9 force)
  Spells Known (CL 9th; melee +18)
  3rd (3/day)—arcane sight, dispel magic (+9 
  dispel check)
  2nd (6/day)—inflict pain (DC 19), microbot 
  assault, see invisibility, zone of truth (DC 19)
  1st (at will)—detect tech, hold portal
  Statistics
  Str +2, Dex +4, Con —, Int +3, Wis +6, Cha +0
  Skills Mysticism +22, Stealth +17
  Languages Common
  8
  
  Other Abilities unliving
  Ecology
  Environment any
  Organization solitary
  Special Abilities
  Force Blast (Sp): As an action, the arcane sentry 
  bot can make a ranged attack against a single 
  target. This attack has a range increment of 60 
  ft. On a hit, the target must also make a DC 18 
  Reflex save or be pushed 5 feet and knocked 
  prone.
  The arcane sentry bot supplements mundane 
  security forces by providing the ability to detect 
  and overcome magically enhanced intruders. In a 
  confrontation, the sentry is more suited to harrying 
  foes, providing distractions, and closing off ave-
  nues of escape.
  MAJORDOMO UNIT 
  CR 10
  XP 9,600
  Robot envoy
  N Medium construct (technological)
  Init +3; Senses darkvision 60 ft., low-light vision; 
  Perception +20
  Defense 
  HP 150; RP 5
  EAC 25; KAC 27
  Fort +7, Ref +9, Will +11
  Defensive Abilities duck under, situational 
  awareness; Immunities construct immunities
  Offense
  Speed 30 ft.
  Melee incapacitator +19 (3d4+11 B nonlethal)
  Ranged aphelion laser pistol +21 (3d4+10 F)
  Offensive Abilities improved get ‘em
  Spell-Like Abilities (CL 10th)
  1/day—discern lies (DC 20), resistant armor
  Statistics
  Str +1, Dex +3, Con —, Int +5, Wis +2, Cha +8
  Skills Culture +25, Diplomacy +25, Sense Motive 
  +25, Stealth +20
  Languages Common, any four others
  Other Abilities unliving
  Gear white carbon skin armor, aphelion laser 
  pistol with merciful fusion, incapacitator
  9
  
  Ecology
  Environment any
  Organization solitary
  Often serving as hosts at high-end merchant shops, 
  exclusive hotels, and underground casinos, ma-
  jordomo units are programmed for pleasant con-
  versation, ready information, and awareness of the 
  intentions of their guests. When necessary, the ma-
  jordomo can defend itself in combat, but it focuses 
  on dealing nonlethal attacks and avoiding danger.
  VARIANTS
  The escort unit replaces the majordomo’s armor 
  with a gold travel suit (EAC 22, KAC 23), and re-
  places Culture with Bluff.
  DEMOLITION BOT 
  CR 11
  XP 12,800
  N Huge construct (technological)
  Init +5; Senses darkvision 60 ft., low-light 
  vision; Perception +20
  Defense 
  HP 204
  EAC 24; KAC 25
  Fort +8, Ref +8, Will +12
  Immunities construct immunities
  Offense
  Speed 30 ft.
  Melee claws +22 (6d4+21 B)
  Ranged thrown object +20 (2d10+11 B)
  Space 15 ft.; Reach 15 ft.
  Statistics
  Str +8, Dex +5, Con —, Int —, Wis +3, Cha -2
  Skills Engineering +25
  Languages can understand Common but cannot 
  speak
  Other Abilities mindless, unliving
  Ecology
  Environment any
  Organization solitary or pair
  Special Abilities
  Demolition (Ex): Damage from the demolition 
  bot’s claws ignores 20 points of an object’s 
  hardness.
  Thrown Object (Ex): As an action, the 
  demolition bot can throw an unattended object 
  of Large size or smaller as a ranged attack at a 
  single target. This attack has a range increment of 
  40 ft.
  Demolition bots are tireless engines of destruc-
  tion—specifically the destruction of abandoned 
  and unwanted structures. These mindless con-
  structs tear buildings apart with their gripping 
  claws, peeling stone and concrete away from steel 
  and nanoplas. In most situations, these giants will 
  ignore intruders, but when put on alert by their 
  controllers, they can form an imposing first layer of 
  defense for an installation under construction.
  HEAVY INFANTRY UNIT CR 12
  XP 19,200
  Robot soldier
  N Medium construct (technological)
  Init +12; Senses darkvision 60 ft., low-light 
  vision; Perception +22
  Defense 
  HP 240; RP 5
  EAC 31; KAC 33
  Fort +12, Ref +10, Will +11
  Immunities construct immunities
  Offense
  Speed 40 ft.
  Melee accelerated starknife +23 (4d8+17 F & P) 
  or
  10
  
  Multiattack 3 accelerated starknife +17 (4d8+17 
  F & P)
  Ranged perihelion laser rifle +27 (5d6+12 F, crit 
  burn 2d6) or incendiary grenade +26 (5d6 F, 3d6 
  burn, 15 ft.) or
  Multiattack 3 perihelion laser rifle +22 (5d6+12 
  F, crit burn 2d6)
  Offensive Abilities intense focus, sniper’s aim
  Statistics
  Str +5, Dex +8, Con —, Int +1, Wis +4, Cha -2
  Skills Athletics +27
  Language Common
  Other Abilities unliving
  Gear superior Iridishell armor, accelerated 
  starknife, perihelion laser rifle, 2 incendiary 
  grenade IV
  Ecology
  Environment any
  Organization solitary, pair, or squad (3-6)
  Heavy infantry units are terrors of frontier battle-
  fields, deployed by conquering armies on prim-
  itive worlds. I’ve heard tales of a single squad of 
  these robots capturing an entire continent-span-
  ning empire after being dropped into the imperial 
  palace. This is still a formidable design against 
  modern forces, making use of heavy weapons and 
  armor, superior combat programming, and intelli-
  gent tactics.
  TRONIC DEFENDER 
  CR 13
  XP 25,600
  N Medium construct (technological)
  Init +6; Senses darkvision 60 ft., low-light 
  vision; Perception +23
  Defense 
  HP 270
  EAC 27; KAC 29
  Fort +13, Ref +13, Will +10
  Immunities construct immunities; SR 24
  Offense
  Speed 30 ft.
  Melee punch +24 (8d6+23 B)
  Multiattack 4 punch +18 (6d4+23 B)
  Ranged electric blast +24 (5d6+13 E)
  Space 5 ft.; Reach 15 ft.
  11
  
  Statistics
  Str +8, Dex +6, Con —, Int +1, Wis +4, Cha +0
  Skills Athletics +28
  Languages Common
  Other Abilities unliving
  Ecology
  Environment any
  Organization solitary
  Special Abilities
  Electric Blast (Ex): As an action, the tronic 
  defender can shoot a blast of electricity as a 
  ranged attack at a single target. This attack has a 
  range increment of 90 ft.
  The tronic defender is a stalwart guardian designed 
  to protect secure facilities including temples of 
  gods devoted to concepts like strength and bat-
  tle. This simple design sports a unique feature of 
  extendible arms able to stretch out to 15 feet from 
  the defender. It also utilizes magic resistant alloys 
  in its exoskeleton.
  ILLUSION UNIT 
  CR 14
  XP 38,400
  N Medium construct (technological)
  Init +6; Senses darkvision 60 ft., low-light vision; 
  Perception +26
  Defense 
  HP 215
  EAC 27; KAC 28
  Fort +10, Ref +13, Will +15
  Immunities construct immunities
  Offense
  Speed 20 ft., fly 30 ft. (Ex, perfect)
  Melee slam +22 (6d6+14 B)
  Ranged illusionary blast +24 (3d12+18 varies)
  Spells Known (CL 14th; melee +22)
  5th (3/day)—holographic terrain (DC 24), 
  unwilling guardian (DC 24)
  4th (6/day)—greater invisibility, holographic 
  image (DC 23), overload systems (DC 23), 
  resilient sphere (DC 23)
  3rd (at will)—displacement, tongues
  Statistics
  Str +0, Dex +6, Con —, Int +8, Wis +4, Cha +4
  Skills Bluff +31, Mysticism +31
  Languages Common, any two others
  Other Abilities unliving
  Ecology
  Environment any
  Organization solitary
  Special Abilities
  Illusionary Blast (Sp): As an action, the illusion 
  unit can make a ranged attack roll against a 
  single target. This attack has a range increment 
  of 100 feet and deals one of the following 
  damage types of the illusion unit’s choice: acid, 
  electricity, fire, or sonic. On a hit, the target can 
  make a DC 22 Will save for half damage.
  While the basic equipment within the illusion unit 
  was designed for live entertainment, the robot 
  has been adopted by covert ops units as a tool 
  for widespread misdirection. The technomagical 
  illusions are capable of overwhelming the enemy, 
  turning them against themselves, and even killing 
  them with ultra-real phantasms.
  EMERGENCY MEDIBOT CR 15
  XP 51,200
  NG Large construct (technological)
  12
  
  Init +5; Senses darkvision 60 ft, low-light vision; 
  Perception +26
  Defense 
  HP 306
  EAC 29; KAC 30
  Fort +11, Ref +14, Will +16 
  Immunities construct immunities
  Offense
  Speed 30 ft.
  Melee sedative injection +27 (5d8+17 nonlethal, 
  crit stunned)
  Space 10 ft.; Reach 10 ft.
  Spell-Like Abilities (CL 15th)
  1/day—mystic cure (5th level), mass mystic cure
  Statistics
  Str +2, Dex +5, Con —, Int +5, Wis +9, Cha +7
  Skills Life Sciences +31, Medicine +31
  Languages Common
  Other Abilities unliving
  Ecology
  Environment any
  Organization solitary
  Special Abilities
  Specialized Equipment (Ex): The emergency 
  medibot is always considered equipped with 
  a medical lab without requiring free hands or 
  taking up any Bulk.
  Emergency medibots are a mainstay of spacefaring 
  militaries. These units deploy to the battlefield and 
  serve as mobile triage centers. The medibot’s rising 
  pillar includes technomagical apparatuses capable 
  of curing many combatants at once or even resus-
  citating a single high-value soldier who has very 
  recently died. The pillar glows blue while these 
  effects are charged, and switches to a dull green 
  when they are depleted.
  Even without this magical healing, the emergen-
  cy medibot possesses all of the equipment and 
  consumables of a full medical laboratory. It has 
  multiple manipulator arms and can treat any 
  injured being placed within 10 ft. The medibot is 
  programmed with a version of the healer’s oath, 
  meaning it will attempt to render medical assis-
  tance to anyone it can safely treat.
  SALVAGE
  The equipment inside an emergency medibot can 
  be salvaged with a successful DC 37 Medicine 
  check, yielding a full medical laboratory.
  ABYSSAL ENGINE 
  CR 16
  XP 76,800
  CE Large construct (extraplanar, 
  technological)
  Init +7; Senses darkvision 60 ft., low-light vision; 
  Perception +28
  Defense 
  HP 300
  EAC 30; KAC 32
  Fort +16, Ref +16, Will +12
  DR 6/good or lawful; Resistances acid 11, fire 
  11; Immunities construct immunities
  Offense
  Speed 40 ft.
  Melee claws +31 (6d10+26 S)
  Ranged abyssal blast +28 (4d6+8 F plus 3d6+8 A)
  13
  
  Space 10 ft., Reach 10 ft.
  Statistics
  Str +10, Dex +7, Con —, Int +1, Wis +5, Cha 
  +2
  Skills Athletics +33
  Languages Common, Abyssal
  Other Abilities unliving
  Ecology
  Environment any (usually a chaotic evil plane)
  Organization solitary, pair, or horde (5-10)
  Special Abilities
  Abyssal Blast (Su): As an action, the abyssal 
  engine can make a ranged attack against a single 
  target. This attack has a range increment of 100 
  feet.
  Scholars cannot agree on how these fearsome, 
  misshapen machines are created, but most believe 
  they are birthed from chaotic forge-creches in the 
  lower planes. Much like their demonic masters, 
  these robots roam the ashen fields of these planes 
  in hordes like wild animals, ravaging anything in 
  their path. When they find their way into the mate-
  rial plane, abyssal engines rage for miles until they 
  are put down—typically with an airstrike or other 
  massive attack.
  ASTRAL AVENGER 
  CR 17
  XP 102,400
  LN Medium construct (extraplanar, 
  technological)
  Init +11; Senses darkvision 60 ft., low-light 
  vision; Perception +29
  Defense 
  HP 340
  EAC 31; KAC 33
  Fort +17, Ref +17, Will +16
  DR 7/—; Immunities construct immunities
  Offense
  Speed 30 ft., fly 60 ft. (Su, perfect)
  Melee punch +29 (6d12+25 B)
  Ranged plasma blast +32 (8d6+17 F & E)
  Statistics
  Str +8, Dex +11, Con —, Int +1, Wis +5, Cha 
  +2
  Skills Athletics +34, Medicine +29, Mysticism 
  +34, Survival +34
  Languages Common
  Other Abilities unliving
  Ecology
  Environment any (usually the Astral Plane)
  Organization solitary
  14
  
  Special Abilities
  Axiomatic Strikes (Su): Damage from the 
  astral avenger’s punch and plasma blast powers 
  bypasses DR/lawful and ignores the energy 
  resistance of chaotic dragons and chaotic 
  outsiders.
  Plasma Blas (Su): As an action, the astral 
  avenger can fire a plasma blast as a ranged 
  attack at a single target. This attack has a range 
  increment of 100 ft. 
  The astral avenger is manufactured by various 
  lawfully aligned civilizations on the Astral Plane 
  to hunt and destroy chaotic beings. On occasion, 
  these robots follow their quarries through portals 
  to the Material Plane, arriving on various worlds 
  or stations. Their programming rarely leaves room 
  for compromise, and anyone who stands between 
  an astral avenger and its task may be considered a 
  valid target.
  THAUMATILLERIST 
  CR 18
  XP 153,600
  N Medium construct (technological)
  Init +8; Senses darkvision 60 ft., low-light 
  vision; Perception +31
  Defense 
  HP 384
  EAC 31; KAC 32
  Fort +15, Ref +15, Will +19
  Defensive Abiliites fast healing 10; Immunities 
  construct immunities
  Offense
  Speed 30 ft.
  Melee arcane lance +29 (8d8+21 varies)
  Ranged arcane blast +29 (4d12+20 varies)
  Space 5 ft.; Reach 10 ft.
  Spells Known (CL 18th; melee +29)
  6th (3/day)—chain surge (DC 27), holographic 
  image (DC 27)
  5th (6/day)—greater dispel magic (+18 dispel 
  check), heat leach (DC 26), synapse overload 
  (DC 26), wall of force
  4th (at will)—corrosive haze (DC 25), greater 
  invisibility
  Statistics
  Str +3, Dex +8, Con —, Int +11, Wis +6, Cha 
  +2
  Skills Mysticism +36, Stealth +36
  Languages Common
  Other Abilities unliving
  Ecology
  Environment any
  Organization solitary
  Special Abilities
  Arcane Blast (Sp): As an action, the 
  thaumatillerist can make a ranged attack with its 
  arcane blast. This attack has a range increment of 
  100 ft. Roll a d6 to determine the damage type: 
  1, fire; 2, cold; 3, electricity; 4, acid; 5, sonic; 
  6, roll twice, ignoring this result, and use both 
  types.
  Arcane Lance (Sp): As an action, the 
  thaumatillerist can make a melee attack with its 
  arcane lance against a creature within reach. 
  Roll a d6 to determine the damage type: 1, fire; 
  2, cold; 3, electricity; 4, acid; 5, sonic; 6, roll 
  twice, ignoring this result.
  Thaumatillerists are advanced technomagical con-
  structs often found guarding research installations, 
  covert military bases, and temples of technolog-
  ical deities. It is equipped with an arcane energy 
  projector that can be used both in close combat 
  and at range, and it is also capable of casting an 
  array of spells. (The spells listed here are the most 
  15
  
  common loadout for a thaumatillerist, but GMs 
  should feel free to switch any spell out for another 
  of the same level.)
  TACTICS
  When a thaumatillerist becomes aware of intrud-
  ers, it attempts to hide using normal stealth and 
  greater invisibility. When it decides to engage, it 
  casts holographic image to create a decory and al-
  ternate firing position. (The thaumatillerist can use 
  its arcane lance and arcane blast abilities through 
  the holographic image.)
  HELLREAVER AUTOMATON 
  CR 19
  XP 204,800
  LE Huge construct (evil, lawful, 
  technological)
  Init +9; Senses darkvision 60 ft., low-light vision; 
  Perception +32
  Defense 
  HP 415
  EAC 33; KAC 35
  Fort +18, Ref +18, Will +14
  Defensive Abilities fast healing 15; DR 15/good 
  and magic; Immunities construct immunities; 
  Resistances acid 10, fire 10, cold 10; SR 30
  Offense
  Speed 30 ft.
  Melee gore +34 (10d6+30 P plus 5d6 F)
  Multiattack 4 punches +28 (3d12+30 B plus 
  1d12 F)
  Ranged hellfire +31 (8d8+19 F)
  Space 15 ft.; Reach 15 ft.
  Statistics
  Str +11, Dex +9, Con —, Int +3, Wis +4, Cha 
  +6
  Skills Athletics +37, Survival +32
  Languages Common, Infernal
  Other Abilities unliving
  Ecology
  Environment any (usually a lawful evil plane)
  Organization Solitary, pair, or squad (3-4)
  Special Abilities
  Hellfire (Su): As an attack, the hellreaver 
  automaton can shoot a blast of hellfire at at a 
  single target. This attack has a range increment 
  of 120 ft. The blast acts as if it had the unholy 
  fusion.
  The endless forges of the Nine Hells don’t just turn 
  out blood-drinking swords and black iron armor 
  anymore. Hellreaver automatons are the epitome 
  of infernal robotics, walking siege engines sent in 
  advance of the devils’ armies to weaken or even 
  crack surface installations. Hellfire licks out around 
  the automaton’s fists and the thick, curling horn on 
  its head, and every seam and joint glows furiously.
  16
  
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SOURCE: textdata/thevault/Starfinder [multi]/3rd Party/SFRPG - Robots of Known Space.pdf