Bestiary · Humanoid

Human PR 2

Hazmat Scientist

Containment work is sampling on a grid and writing numbers down. The danger is that the job means staying inside the perimeter for its full duration, and the suit is rated for four hours. She follows a checklist for the walk in and another for the walk out, and she cannot be talked out of either.

Hazmat Scientist, drawn at Medium scale
Physiology
Humanoid
Size
Medium
Speed
30 ft.
Armor class
14
Hit points
55 (10d8 + 10)
Proficiency
+2
  • STR 10 +0 save +0
  • DEX 13 +1 save +1
  • CON 12 +1 save +3
  • INT 17 +3 save +5
  • WIS 16 +3 save +3
  • CHA 11 +0 save +0
Skills
Investigation +5 , Medicine +5 , Nature +5 , Perception +5 , Technology +5
Passive Perception
15
Languages
Common, Federation Standard, Axiom Binary
Damage resistances
poison, acid
Condition immunities
poisoned
Found in
Settlement , Station Interior

Equipment

Traits

  • Sealed Suit

    The scientist is immune to contaminated atmosphere, airborne contagion and exposure for 4 hours, and knows how much of that time is left.

  • Checklist

    The scientist cannot be hurried and does not enter or leave a contaminated area out of sequence.

Actions

  • Sample Probe

    +3 to hit · reach 10 ft.

    1d6 + 1 piercing damage

  • Decontamination Sprayer

    +3 to hit · close range

    2d6 + 1 acid damage

  • Identify Contaminant

    After one minute with a sample, the scientist names what a contaminant is, what it does, and how long a creature has been exposed to it.

  • Seal the Room

    A doorway or hatch within 10 feet is sealed against air. Opening it takes an action and a DC 15 Strength check.