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There are enemies in this scenario that have an offensive ability, but have no explanation on how it functions unfortunately. The robots in both tiers have "Self-Destruct" as an offensive action, but it doesn't state how much damage it does, what the save is, or even the radius. There was the hope it was explained under the Universal Monster Rules, but it is not an ability that can be found there.
There are three (non-starship) creatures I could find on the Archives of Nethys that have a self-destruct ability, but unfortunately they are all different (quoted underneath this post.
So what should I do with this ability? Just pretend it doesn't have it and ignore it? Or give it a version of what the other three monsters have as found on the Archives?
When an Azlanti battle robot’s Hit Points are reduced to 10 or fewer, it explodes on its next turn in a 10-foot-radius burst, even if it has already been destroyed. Creatures within range take 3d6 piercing damage (Reflex DC 14 half). As a full action that provokes attacks of opportunity, a creature adjacent to the robot can attempt a DC 24 Engineering check to disarm the self-destruct mechanism before it detonates.
When an Azlanti stellar scout’s Hit Points are reduced to 10 or fewer, it explodes on its next turn in a 15-foot-radius burst, even if it has already been destroyed. Creatures within range take 5d10 piercing damage (Reflex DC 21 half). As a full action that provokes attacks of opportunity, a creature adjacent to the scout can attempt a DC 34 Engineering check to disarm the self-destruct mechanism before it detonates.
A cybernetic zombie self-destructs when it is reduced to 0 HP, dealing an amount of electricity damage equal to 1d6 + the zombie’s CR to all creatures in a 10-foot-radius burst. A creature can attempt a Reflex saving throw to reduce this damage by half. This ability destroys any cybernetic or technological components that could have been salvaged from the zombie.

John Mangrum |

I started crunching numbers to try to derive an armchair answer for you, and I came up with two conclusions.
First, the Azlanti battle robot and cybernetic zombie's self-destruct damage values are roughly equal to the damage dealt by their respective energy attacks. And in both cases, the save DC is the standard ability DC for a combat enemy of their CR. Blast radius is anyone's guess, though.
I don't have 6-13 in my hands yet, so I can't yet offer estimated values for the robots you're asking about, but that should give you a framework.
My second conclusion was that the Azlanti stellar scout, following the tradition of Aeon Guards before it, is wildly overpowered for its CR. It's listed as a CR 6 but its statistics track with a CR 12 combat array.

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I started crunching numbers to try to derive an armchair answer for you, and I came up with two conclusions.
First, the Azlanti battle robot and cybernetic zombie's self-destruct damage values are roughly equal to the damage dealt by their respective energy attacks. And in both cases, the save DC is the standard ability DC for a combat enemy of their CR. Blast radius is anyone's guess, though.
I don't have 6-13 in my hands yet, so I can't yet offer estimated values for the robots you're asking about, but that should give you a framework.
My second conclusion was that the Azlanti stellar scout, following the tradition of Aeon Guards before it, is wildly overpowered for its CR. It's listed as a CR 6 but its statistics track with a CR 12 combat array.
Thanks for your reply. As the robots in question are near the CR of the zombie and the battlerobot (low and high tier), I don't really have to change much about it. I'll reference the standard combat enemy to see if i need to make further adjustments to the damage / Save DC. Thanks for helping!

Ravien999 |
Yeah, I think we definitely could use a dev guidance here, especially since the robots and zombies have different triggers. Being that the tactica says "fight to their destruction" Its unclear if it should be an HP 10 trigger and rush the party to utilize it or just an HP 0, or if it should be disarmable, etc.
I'm probably just going to use the azlanti battle robots for the CR6 version, and nerf it down to an appropriate CR, since its not from AA1 like the cybernetic zombie is.