Found 4403 matches

Nanobot Mimic CR: 3 XP: 800 N Fine construct (swarm, technological) Init.: +4 Senses: darkvision 60 ft., low-light vision Perception: +5 HP: 40 EAC: 15 KAC: 15 Fort: +3 Ref: +3 Will: +0 Speed: 30 ft., fly 30 ft. (Ex, perfect) Melee: swarm attack (1d4+5 P) Ranged: None Offensive Abilities: distraction (DC 12), metal morass Str: +2 Dex: +4 Con:Wis: +1 Int: +0 Cha: -1 Skills: Acrobatics +10 (+18 to fly), Disguise +5 (+15 to mimic an object), Stealth +5
Nanoflechette Launcher Trap

CR: 11

XP: 12800

Trap Type: technological

Perception DC: 36

Creature Type:

Disable: Engineering DC 29 (close one aperture) or DC 35 (open door)

Trigger: location

Init: 17

Duration: 10 rounds

Reset: 1 minute

Bypass:

Effect: nanoflechettes +25 ranged (6d12 P); multiple targets (all targets in room)

Description

When sensors detect movement in the trapped room, the doors seal and five wall apertures open on its initiative count to launch nanoflechettes at everyone in the room. The trap fires nanoflechettes for 10 rounds, unless all the apertures have been closed or destroyed. An aperture has EAC 23, KAC 27, Fort +14, Ref +11, hardness 10, and 40 Hit Points. Closing or destroying one aperture reduces the damage dealt by 1d12.

Nanotech Golem CR: 14 XP: 38,400 N Large construct (magical, technological) Init.: +8 Senses: all-around vision, darkvision 60 ft., low.light vision Perception: +25 HP: 250 EAC: 29 KAC: 29; 47 against combat maneuvers Fort: +12 Ref: +16 Will: +10 Speed: 40 ft., fly 40 ft. (Su, perfect) Melee: nanite filament +27 (4d6+20 S or P; critical severe wound [DC 20]) Ranged: nanite scattershot +27 (4d12+14 P) Offensive Abilities: nanite cloud Str: +6 Dex: +8 Con:Wis: +0 Int:Cha: -2 Skills:
Narco-Imitator , Tier 1
Level: 1 Price: 75 Bulk: None
Narco-Imitator , Tier 2
Level: 5 Price: 450 Bulk: None
Narco-Imitator , Tier 3
Level: 10 Price: 2,700 Bulk: None
Narco-Imitator , Tier 4
Level: 15 Price: 16,200 Bulk: None
Natural Grace

Kasathas receive a +2 racial bonus to Acrobatics and Athletics checks.

Natural Weapons

Vesk are always considered armed. They can deal 1d3 lethal damage with unarmed strikes and the attack doesn’t count as archaic. Vesk gain a unique weapon specialization with their natural weapons at 3rd level, allowing them to add 1–1/2 × their character level to their damage rolls for their natural weapons (instead of just adding their character level, as usual).

Nauphage CR: 2 XP: 600 CE Medium monstrous humanoid Init.: +1 Senses: blindsense (vibration) 30 ft., darkvision 60 ft. Perception: +12 HP: 23 EAC: 13 KAC: 14 Fort: +3 Ref: +3 Will: +5 Speed: 25 ft., climb 10 ft. Melee: claw +9 (1d4+6 S) Ranged: adhesive cannon +7 (1d4+2 E plus entangle) Offensive Abilities: None Str: +4 Dex: +1 Con: +2 Wis: +0 Int: +1 Cha: -3 Skills: Athletics +7, Computers +12, Engineering +12, Stealth +7 Languages: Shirren, telepathy 100 ft.