Large construct, unaligned

Armor Class 15 (natural armor)
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 dissectrinator 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 6 points of damage or less do not deal any damage to the dissectrinator.
  • 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 dissectrinator can use the Help action to assist Wisdom (Medicine) checks as well as ability and tool kit checks as part of a chirurgical procedure.


  • Multiattack. The dissectrinator 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 dissectrinator 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 dissectrinator can use a syringe dart instead.
  • Syringe Dart (10). Ranged Weapon Attack: +6 to hit, range 40/100 ft., 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 dissectrinator 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 at the end of the dissectrinator’s turn each round. A restrained creature makes a DC 14 Constitution saving throw, negating this ability score reduction on a success. The dissectrinator cannot use its darts while performing a cortical puncture. A greater restoration or more powerful healing magic returns a creature’s reduced ability scores to their normal values.


A tiny segmented terror, this mechanical mix of insect and crustacean trails filamentous strands almost like a jellyfish, skittering and crawling while thrashing its many limbs and whirring menacingly. Its narrow body is covered by thin protective plates while its underside is a mass of pinprick diodes and backlit wiring.

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.

A dissectrinator is an example of the light and dark sides of chirurgical practice. In principle it is a semisentient mechanical assistant, programmed and equipped to aid a surgeon in medical matters both simple and complex, whether it be treating poisons or injuries, dealing with disease, or dissection. Of course in the hands of a demented chirurgeon, the cranial dissectrinator becomes a terrifying instrument of torment capable of reducing the bravest of souls to drooling impotence with soulless and heartless clinical precision.

A dissectrinator is 7 feet tall in total, its core body 3 feet tall, atop a set of legs 2 feet long and with a branching set of limbs and sensors making the upper 2 feet. A dissectrinator weighs 500 pounds.

Section 15: Copyright Notice

Book of Exalted Darkness. © 2018 Mike Myler, published under license by Legendary Games.

This is not the complete section 15 entry - see the full license for this page