Anacite Prowler

Family: Anacite

Large construct, lawful neutral

Armor Class 16 (natural armor)
Hit Points 147 (14d10+70)
Speed 40 ft., fly 60 ft.

STR DEX CON INT WIS CHA
26 (+8) 20 (+5) 20 (+5) 10 (+0) 16 (+3) 10 (+0)

Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages Common
Challenge 10 (5,900 XP)

SPECIAL TRAITS

  • Electrical Weakness. The anacite has disadvantage on saving throws against lightning damage. If it rolls a natural 1 on the save it is stunned until the end of its next turn.
  • Integrated Weapons. The anacite prowler has an automatic laser welded into its body, making it impossible to disarm or destroy.
  • Light Dependency. An anacite prowler can acquire power from dim or brighter light, and it can store power generated in this way. The anacite prowler can operate in darkness for 2 hours. After this time, the anacite prowler gains the poisoned condition (ignoring its immunity to the condition) until it returns to an area of dim or brighter light.
  • Shortwave. An anacite can communicate wirelessly. This acts as telepathy, but only with other creatures with this ability or constructs with the technological subtype.

ACTIONS

  • Automatic Laser. Ranged Weapon Attack: +9 to hit, range 20/80 ft., four targets. Hit: 12 (2d8 + 3) fire damage.
  • Horn. Melee Weapon Attack: +9 to hit, 10 ft. reach, one target. Hit: 33 (6d10) piercing damage.
  • Arc Generator (Recharges 5-6). The anacite prowler can choose a target within 60 feet to make a DC 16 Dexterity saving throw. If the target fails, it takes 27 (6d8) lightning damage or half as much on a successful save. Regardless of whether the save was successful or not, the electricity generated arcs to another target of the anacite prowler’s choice within 30 feet of the original target. That creature must succeed a DC 16 Dexterity saving throw or take 18 (4d8) lightning damage. The arc then jumps to a third target which must succeed a DC 16 Dexterity saving throw or take 9 (2d8) lightning damage. The electricity must arc to a new target each time so no one creature can be targeted twice by a single use of this ability. Furthermore, the anacite prowler can choose not to have the electricity arc to a new creature.

BONUS ACTIONS

  • Lock On. The anacite prowler chooses one target it can see within 100 feet to lock onto. It has advantage on attack rolls against that target. The anacite prowler can only lock onto one target like this at a time.

ABOUT

A race of machines left behind by eons-departed masters, these constructs developed the capacity for evolution and self-improvement, creating an entire mechanical ecosystem. Anacites have varied general designs, but some have been engineered for specialized tasks. Two such specialists are the ambassador and the predator drone. While “anacite” officially refers only to the sentient varieties many off-worlders use it as a catchall term for the world’s mechanical life. Depending on their role, however, an anacite might be anything from a bulldozer-sized mining specialist to a floating electronic brain designed for advanced problem-solving, and even those anacites who fit the stereotypical metal-insect design usually have a modification or two, and almost all anacites can reconfigure parts of themselves to adapt to their circumstances.

In the uncounted millennia since the departure of the so-called “First Ones,” anacites have not been idle. The two primary factions of anacites, Those Who Wait and Those Who Become, have very different ideas of their purpose in life, yet the two are more alike than different.

While they variously wait for the First Ones to return or work toward taking on their progenitors’ mantle, anacites endlessly strive to acquire wealth and influence in preparation for their great goal’s fulfillment.

These artificial creatures lack basic sentience yet nevertheless reproduce and fill one of the planet’s ecological niches. These 4-foot-long machines whir from ridge to ridge on wings glittering with solar panels, feeding on the blazing light of the sun. Wingbots can be territorial, and they occasionally attack off-worlders or other anacites.

  • Ambassadors. Anacite ambassadors travel to foster diplomatic relations. Most often, anacite ambassadors serve on seedships as emissaries. Anacite ambassadors can easily learn languages. Further, although they are not warriors, ambassadors can protect themselves with built-in lasers. To avoid tension during diplomacy, ambassadors keep this weapon retracted until it’s needed, though they usually notify their hosts about the laser unless there’s a good reason to keep it a secret.
  • Predator Drone. An anacite predator drone resembles a rhinoceros beetle made of silvery metal with a reddish shell that opens to reveal enormous wings. The drone’s weapons are part of its body, leaving its wings and appendages free.
  • Countless drones police megaplexes. Others serve as soldiers for anacites that have greater authority.
  • Wingbot. The most common design for anacites is a basic arthropodan form of silvery metal, with multiple legs for efficient travel and claws or manipulators for accomplishing their assigned tasks.
Section 15: Copyright Notice

Mechanical Monsters (5E) © 2023, Legendary Games; Authors: Jason Nelson, Miguel Colon, Robert J. Grady, Nicholas Hite, Matt Kimmel, Michael Mifsud, James-Levi Cooke, Dan Dillon, Mike Myler, Ismael Alvarez, Jeff Lee, John Lynch.

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