Maintenance Unit
A maintenance unit is a single-eyed can on four wire legs, built to reach spaces a crew cannot: duct runs, drive housings and the gap behind a reactor shroud. Units ship and work in teams, passing a job down the line and swarming anything that interrupts them. A team will strip a seized bearing or the suit seals off a sleeping person.
- Physiology
- Construct
- Size
- Small
- Speed
- 30 ft., climb 30 ft.
- Armor class
- 14 (service shell)
- Hit points
- 22 (5d6 + 5)
- Proficiency
- +2
- STR 8 -1 save -1
- DEX 16 +3 save +3
- CON 12 +1 save +1
- INT 8 -1 save -1
- WIS 12 +1 save +1
- CHA 4 -3 save -3
- Skills
- Technology +1
- Passive Perception
- 11
- Senses
- darkvision 60 ft.
- Languages
- understands Common, Axiom Binary
- Damage immunities
- poison, psychic
- Condition immunities
- charmed , exhausted , frightened , poisoned
- Found in
- Derelict Hull , Station Interior
Traits
-
Works in a Team
It has advantage on attack rolls against a creature within 5 feet of another maintenance unit. They are encountered in groups of two to six.
-
Into the Gap
It can move through a space as narrow as 6 inches wide without squeezing, and it can walk on ceilings.
-
Constructed Body
It needs no food, drink, air or sleep.
Actions
-
Cutting Arm
+5 to hit · reach 5 ft.
1d6 + 3 plasma damage
A plasma torch on a jointed stalk, made for cutting plate.
-
Strip Bonus action
DC 13 Dexterity save
One creature it has hit this turn makes a Dexterity saving throw. On a failure one worn seal, strap or fitting comes loose, and the creature loses 1 point of armor class until it spends an action refastening it.