This human-like being never seems to remove its sports and training equipment.
Androids have a lot of purposes, but some have a very specific purpose. As physical training reached its peak pre-apocalypse, some rich folks demanded opponents that went beyond the pinnacle of physical training.
These trainer androids are some of the most abused, as gyms would reap their return on investment by using the androids 24 hours a day, 7 days a week. As such, most androids show some damage.
These androids are also incredibly single-minded, dedicated to their chosen expertise: boxing, wrestling, fencing, or general exercise. Like so many androids in the apocalypse, working with a training android is a risky proposition. The safety protocols that protect their charges are shaky at best, which means a training android could switch to lethal damage at a moment’s notice.
Medium construct (android)
Armor Class 15 (natural armor)
Hit Points 67 (9d8+27)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA
18 (+4) | 18 (+4) | 17 (+3) | 8 (-1) | 10 (+0) | 10 (+0)
Damage Immunities cold, necrotic, poison
Damage Resistances fire
Condition Immunities exhaustion, poisoned
Damage Vulnerabilities lightning
Senses darkvision 60 ft., passive Perception 10
Challenge 5 (1,800 XP)
Auxiliary Generator. If damage reduces the android to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the android drops to 10 hit points instead.
Multiattack. The android makes two melee attacks or two ranged attacks.
- Grapple. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 15) and restrained until the grapple ends.
- Slam. The android slams creatures grappled by it into a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 11 (2d6 + 4) bludgeoning damage and be stunned until the end of the android's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned.
- Electroepee. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) lightning damage.
- Heavy Object. Ranged Weapon Attack: +7 to hit, reach 30/60 ft., one target. Hit: 9 (1d10+4) bludgeoning damage.
Parry. The android adds 2 to its AC against one melee attack that would hit it. To do so, the android must see the attacker.