This mechanical horror bristles with wires, compartments, and blinking lights up and down its thick stalk-like metallic body, balanced atop six spidery legs and bristling with branching armatures, some with cables and clamps and others tipped with gleaming trocars and pneumatic needlers.
Large construct, unaligned
Armor Class 15 (natural)
Hit Points 97 (13d10+26)
Speed 15 ft.
|17 (+3)||16 (+3)||14 (+2)||13 (+1)||15 (+2)||4 (-3)|
Skills Athletics +9, Medicine +8, Perception +5, Sleight of Hand +6
Tools alchemist’s supplies, thieves’ tools
Damage Vulnerabilities lightning
Damage Resistances acid, cold
Damage Immunities fire, poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 15
Languages can understand Common and Vilespeech but cannot speak
Challenge 5 (1,800 XP)
- Medical Installation. Despite its lack of hands, a cranial dissectibot can use the following equipment: alchemist’s supplies, healer’s kit, and thieves’ tools. It can store up to 50 pounds of such gear in racks and compartments within its body, replacing them when they are exhausted.
- Pain Threshold. Any attacks or spells that deal 10 points of damage or less do not deal any damage to the cranial dissectibot.
- Restraints. The dissectinator has two sets of restraints which it can use to bind a patient. Once it has grappled a creature, it can make grapple checks (whether to maintain the grapple, pin the creature, or perform other special grapple actions) against that creature as a bonus action.
- Surgical Assistant. A cranial dissectibot can use the aid another action to assist Medicine checks as well as ability and tool kit checks as part of a chirurgical procedure.
- Multiattack. The cranial dissectibot makes two melee attacks or three ranged attacks.
- Clamp. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d8+3) bludgeoning damage. Instead of dealing damage, the cranial dissectibot can grapple the target (escape DC 14).
- Trocar. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 16 (2d12+3) piercing or slashing damage. Instead of dealing full damage, the cranial dissectibot can use a syringe dart instead.
- Syringe Dart (10). Ranged Weapon Attack: +6 to hit, range 40/100, one target. Hit: 10 (3d4+3) piercing damage, and the target must make a DC 13 Constitution saving throw, falling asleep (as the sleep spell) on a failed save, or taking 4 (1d8) poison damage on a successful one.
- Cortical Puncture. A cranial dissectibot can use its trocars to drill into the skull of a restrained or unconscious creature and selectively extract portions of the target’s brain. It must pierce the target’s skull with both trocars (a normal attack) but thereafter can maintain the puncture without needing to attack again as long as the target remains restrained or unconscious. A cortical puncture does not deliver poison but instead reduces the target’s Intelligence, Wisdom, and Charisma by 1 (DC 14 Constitution saving throw negates) at the end of the cranial dissectibot’s turn each round. The cranial dissectibot cannot use its darts while performing a cortical puncture.
A cranial dissectibot is an example of the light and dark sides of chirurgical practice. In principle, it is a semisentient mechanical assistant, programmed and equipped to assist a surgeon in medical matters both simple and complex, whether it be treating poisons or injuries or dealing with disease or dissection. of course, in the hands of a demented chirurgeon, the cranial cranial dissectibot becomes a terrifying instrument of torment, capable of reducing the bravest of souls to drooling impotence with soulless and heartless clinical precision.
A cranial dissectibot is 7 feet tall in total, its core body 3 feet tall, atop a set of legs 2 feet long and with the upper 2 feet a branching set of limbs and sensors. A cranial dissectibot weighs 500 pounds.
Mutants and Mad Scientists (5E) © 2018, Legendary Games; Authors: Jason Nelson, Mike Myler, and Clinton J. Boomer.