Heresy Bot (CR +1)

Rehabilibots are difficult to detect, their circuits carefully inscribed with Vilespeech that subverts its natural programming.

Alignment. Heresy bots are lawful evil.

Resistances. The heresy bot gains resistance to necrotic damage but loses resistance to radiant damage.

Vulnerabilities. The heresy bot becomes vulnerable to radiant damage.

Languages. The heresy bot can speak and understand Vilespeech.

Deceptive. The heresy bot has advantage on Charisma (Deception) checks.

Attacks: Corrupted Frequency. The heresy bot’s Pacifying Frequency attack no longer pacifies creatures. A creature that fails a DC 16 Intelligence saving throw gains a short-term madness instead. If the Intelligence saving throw fails by 5 or more, the creature gains a long-term madness as well.

Challenge. The heresy bot increases its CR by 1.

Aura of Disruptive Peace. All living creatures within 30 feet of the rehabilibot have disadvantage on attack rolls. Constructs, undead, and other creatures that are not alive are unaffected.

Disruptive Luminescence. As a bonus action, the rehabilibot activates the reflective properties of its metallic construction, causing any creature that can see it to have disadvantage on attack rolls against it until the beginning of the rehabilibot’s next turn. Creatures that have blindsight are unaffected.

Psycircuitry. The magic fused with the rehabilibot’s circuitry allows it to manifest psychic powers that are identical to innately cast spells. The rehabilibot counts as an 8th level spellcaster and its manifesting ability is Charisma (spell save DC 16; spell attack +8). It can manifest the following spells, requiring no components:

ACTIONS

  • Slam. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d4) bashing damage.
  • Pacifying Frequency (Recharge 5-6). As an action, the rehabilibot creates an inaudible sound that naturally pacifies living creatures. Any living creature within 100 feet of the rehabilibot that isn’t deafened makes a DC 16 Charisma saving throw or becomes indifferent to creatures they are hostile toward. This indifference ends if a target is attacked or harmed by a spell or if it witnesses any of its friends being harmed.
Section 15: Copyright Notice

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

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