TEXT: DEATH’S HEAD
  Evil Robot Games
  
  1 
   
  Death’s Head Destroyer (Construct) 
   
  Twelve feet tall, this robot’s arms are too big for its frame, its menacing claws outsized to its body. Waves of 
  bone chilling cold and death surround this terror, it does not move like an automaton. A sensor pulsates red 
  inside its visor. 
   
  DEATH’S HEAD DESTROYER CR 12, XP 12,800 
  CE Large construct (technological) 
  Init +5    Senses darkvision 60 ft.; blindsight (life) 60 ft., Low-light vision 
  Perception +27 
  Aura fatigue (30 ft., DC 19) 
   
  DEFENSE 
  HP 200 
   
  EAC 26; KAC 28 
  Fort +14; Ref +14; Will +11 
  Immunities construct immunities 
  Weaknesses vulnerable to critical hits, vulnerable to electricity 
   
  OFFENSE 
   
  Speed 40 ft. 
  Melee claws +25 (4d6+20) 
  Ranged Blight-Class Frailty Rifle, +22 (4d6+12 C; 60 ft., Necrotic) 
  Ranged Grenade Launcher: Necro Grenade III +22 Explode (4d8 C, 20 ft, Necrotic, DC 19) 
  Ranged Death Ray 
  Space 10 ft.; Reach 10 ft. 
  Offensive Abilities Death Ray +22 (Ray vs. EAC, 55 ft., 2 temporary negative levels, as Enervation) 
   
  STATISTICS 
   
  Str +8; Dex +5; Con —; Int +0; Wis +4; Cha +0 
  Feats Cleave, Great Cleave, Combat Maneuver (Bull Rush, Sunder), Deadly Aim 
  Skills Athletics +22, Intimidate +27, Perception +27, Stealth +22 
  Languages Common, Binary 
  Noncombat Abilities unliving 
  Gear integrated Blight-Class Frailty Rifle, Spell Reflector Mk 1, Thermal Capacitor Mk 2 
   
  ECOLOGY 
   
  Environment 
  Any. 
  Organization 
  solitary, strike team (2 Destroyers Model 2.0, 1-3 Berserkers) or raiding party (6-12 Elemental Destroyers, plus 1-4 De- 
  stroyers version 1 or 2.0, 1-3 Berserkers) 
  Treasure 
  NPC gear (Blight-Class Frailty Rifle, Negative Energy Generator, Thermal Capacitor Mk 2) 
   
  SPECIAL ABILITIES 
   
  Construct Immunities (Ex) Constructs are immune to bleed, death effects, disease, mind-affecting effects, necromancy effects, paralysis, 
  poison, sleep, and stunning. They are also immune to ability damage, ability drain, energy drain, exhaustion, fatigue, nonlethal damage, 
  and any effect that requires a Fortitude save (unless the effect works on objects or is harmless). Effects that specifically state they override 
  these immunities affect constructs normally. 
  Death Ray (Su) You shoot a black ray at a target, making a ranged attack against the target’s EAC. If you hit, the target gains 2 temporary 
  negative levels. Negative levels stack. If the target survives, it recovers from negative levels after 12 hours. An undead creature struck by 
  the ray gains 10 temporary Hit Points for 1 hour. 
  Fatigue Aura (Su) Any creature that comes within 30 feet of a Death’s Head Destroyer is fatigued (Fortitude DC 19 negates). A creature 
  that is already fatigued suffers no additional effect. A creature that successfully saves cannot be affected again by the same Death’s Head 
  Destroyer’s aura for 24 hours. 
  Unliving (Ex) A Death’s Head Destroyer has no Constitution modifier and is immediately destroyed when it reaches 0 Hit Points. An un- 
  living creature doesn’t recover from damage naturally, but a construct can be repaired with the right tools or healed with spells like make 
  whole. Unliving creatures don’t breathe, eat, or sleep. They can’t be raised or resurrected. 
   
  Necrotic Energy 
  Necrotic: A necrotic weapon deals cold damage infused with negative energy. Creatures immune to negative energy (such as the targets 
  of a death ward spell) are immune to the cold damage of a necrotic weapon, and the cold damage of necrotic weapons affects only living 
  creatures. Undead creatures targeted by a weapon with this property not only take no damage from the cold but also gain temporary Hit 
  Points equal to the weapon’s item level. These temporary Hit Points last for 10 minutes, until expended, or until the undead gains a larger 
  number of temporary Hit Points from a necrotic weapon. A creature can benefit from only one source of temporary hit Points from a ne- 
  crotic weapon at a time. 
  
  2 
   
  DESTROYER – LARGE SAGITTARIAN ENGINEERING CHECK DC’S 
  DC 10 Though uncertain of the type, the Large robot before you is one of the Destroyers. This result reveals all construct traits. 
  DC 15 This massive construct is a Death’s Head Destroyer: a brutal, ruthless and militaristic creation of the Sagittarian race bent on 
  destroying all organic life. Death’s Head Destroyers can weaken a living target, killing targets not resistant to the robot’s deadly 
  necrotic energy attacks. The Destroyer’s Blindsight (life) is unimpaired by Invisibility, Concealment, Holograms, Cloaking Fields. 
  Death’s Head Destroyers usually speak Binary, Kopek and Galactic languages. This result reveals all Unliving subtype traits. 
  DC 20 As is common to their kind, Death’s Head Destroyer are expert ranged combatants. Unlike most of their kind however, they kill 
  their enemies with a Frailty Rifle and Grenade Launcher. 
  DC 25 Death’s Head Destroyers are usually part of a first strike, and typically part of a well-organized military group, which includes the 
  Elemental Destroyers and Berserkers amongst their numbers. 
   
  Destroyer Ecology 
  As with its followers, the Death’s Head Destroyer was tasked with 
  the annihilation of all sentient life in the Milky Way Galaxy, to pre- 
  pare for the arrival of a desperate alien host. 
  The metal-poor stars of the smaller Saggitarius galaxy left its in- 
  habitants with few resources with which to colonize our own. Be- 
  cause of this, the Saggitarians planned to make use of our abundant 
  resources, turning them against us: robotic seedships arrived in the 
  first and second waves of the invasion, seizing native materials with 
  which to construct the “elemental” Destroyers. Robotic monstrosi- 
  ties that utilize the powers of cold, plasma, electricity, and death 
  against the living, these implacable robots now terrorize the Milky 
  Way. 
   
  Habitat & Society 
  Of the first wave Destroyers, all serve the Death’s Heads: they alone 
  were imbued with the thinking minds of Sagittarian commanders. 
  They command all of the forces that came from the seedships. The 
  lieutenants of the Hierarchy, the “elemental” Destroyers: cold, plas- 
  ma, and electricity. 
  Beneath the Death’s Head and Elementals are the second model 
  Destroyers; though they were built in the likeness of the Death’s 
  Head, they were intended to be fully-automated and mass-produced. 
  Somehow, the goal of a mass-produced field command unit was nev- 
  er realized. 
  First model Destroyers were made from start to collect raw mate- 
  rials and build whatever their directives required. With the failure 
  of the second model Destroyers, the first and second models now 
  perform many menial tasks in the Hierarchy. and were the lowest  
  of the low until the smaller humanoid Berserkers were built in the 
  third wave. 
   
  Campaign Role 
  Commanding the hierarchy, Death’s Head Destroyers are responsi- 
  ble for attacks on whole worlds, directing the vanguard and other 
  Sagittarian forces. A force lead by a Death’s Head, with Second Model 
  Destroyers and Necrotic Berserkers would only serve to demoral- 
  ize an enemy. As the Sagittarian waves have occurred over tens of 
  thousands of years, a lone Destroyer might also be the survivor of an 
  attack thousands of years ago, awoken by new activity or a distant 
  command. 
  Predation 
  Death’s Head Destroyers are Skirmishers, not ambushers. They will 
  use their Grenade Launcher at range to harm multiple victims while 
  closing the distance. Depending on the proximity and grouping of its 
  remaining targets, the Destroyer’s next attack comes from the Frailty 
  Rifle targeting the strongest opponent. The Destroyer’s Death Ray 
  is reserved for mid-range targets, while it usually Charges into any 
  group of opponents at close range before cleaving as many as possi- 
  ble with its great claws. Death’s Head Destroyers attack population 
  centers where the most fear and collateral damage are possible. 
  Destroyers don’t normally talk to the living, they don’t compro- 
  mise with their enemy and though they do speak a few languages its 
  usually terse entreaties for their victims to die. The Death’s Head is a 
  sentient evil being uploaded into a killing machine, so while it thinks 
  for itself, its conversation is still heavly weighted to the death of the 
  indigenous sentient lifeforms. 
  The Destroyer can shut down its primary functions to conserve 
  power for thousands of years while its primitive nanotech repair sys- 
  tem works to rebuild it. This may explain seemingly totaled robots 
  emerging years later to do battle with unwary settlers years after an 
  area was declared safe. 
   
  Salvage 
  While much of a Destroyer’s body isn’t useful beyond the scrap val- 
  ue (4,000cr) of its materials. It comes equipped with a Blight-Class 
  Frailty Rifle, Negative Energy Generator, and Thermal Capacitor Mk 
  2. The rifle built into its left arm may sometimes be recovered for 
  6,000 credits in salvage parts depending on the nature of the robot’s 
  demise. Even rarer are salvage of the Thermal Capacitor Mk 2 for 
  4,000cr and the Negative Energy Generator. The generator makes 
  negative energy,  Terran  scientists say they need negative energy   
  to build an Alcubierre drive. Terrans may be willing to pay up to 
  20,000cr for a functioning generator. An active Spell Reflector Mk 1 
  has never been recovered intact. 
   
  Emergent Behaviors 
  Death’s Head Destroyers will often command a specialized raiding 
  party of Second Model Destroyers and Necrotic-energy Berserkers. 
  That the smaller models gain power from necrotic energy and the 
  Destroyer’s Death Ray makes them ideal partners when Necrotic 
  Grenades, Death Rays or Frailty rifle shots start flying around. 
  
SOURCE: textdata/thevault/Starfinder [multi]/3rd Party/Evil Robot/Galaxy Pirates - Adversaries - Death’s Head Destroyer.pdf