The Ninth World (Homebrew), Iron Gods
Directus Automata CR: 10 (5,900 XP)
Large construct (robot), neutral
Armor Class: 17 (skymetal chassis)
Hit Points: 220 ( 12d10+60 )
Speed:
40 ft
, climb: 30 ft
Saving Throws: Str 1d20+8 , Dex 1d20+5 , Con 1d20+10 , Int 1d20+5 , Wis 1d20+8 , Cha 1d20+2 ; see Advanced Analytics trait
Skills: Arcana +6, Perception +10
Damage Resistances: cold
Damage Immunities: poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't skymetal (adamantine)
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses: Darkvision 60 ft., passive Perception 20
Languages: Common (an ancient dialect, but still understandable)
Challenge Rating: 10 (5,900 XP)
Gift of the Machine God. As a creature of ancient arcana (technology), the robot gains many damage and condition resistances and immunities, but they are also susceptible to electrical attacks. Including:
- Automatically gains a proficiency or feat as needed though it can only have one new ability active at any given time. It does this as part of short rest downloading the knowledge it needs to finish a mission at hand. This includes any require languages or social protocols required for infiltration work.
- Has advantage on Wisdom (Perception) checks that rely on sight or sound and has double proficiency bonus in the Perception skill as it constantly scans its surroundings for danger.
- Is durable and has a damage threshold equal to half the robot’s CR rounded down, that is, it reduces all individual attacks by the threshold numbers damage.
- All robots have a weakness to lightning based damage. They have disadvantage on saving throws against attacks that do lightning damage and on a natural 1 are stunned until the end of its next turn.
Advanced Analytics. The robot gains a bonus equal to its Intelligence bonus on all saving throws. Included in the Saving Throws section.
Cling. A combination of magnetic pads and electrostatic emitters in its feet allow the robot to climb and travel on vertical or horizontal surfaces without having to make an ability check, even allowing it to traverse these surfaces while upside down.
Reactive. The robot can take one reaction on every turn in a combat.
Actions
Multiattack. The robot can make Two Tentacle attacks and two Integrated Laser Eye attacks of its choice. It may also use Electromagnetic Pulse whenever it rolls a natural 18+ on its other attack rolls. The pulse triggers immediately after the attack.
Integrated Laser Eye. Range Weapon Attack: 1d20+7 to hit, range 120 ft.; one target. Hit: 11 ( 3d6 ) radiant damage.
Tentacles. Melee Weapon Attack: 1d20+10 to hit, reach 10 ft.; one target. Hit: 12 ( 2d6+6 ) bludgeoning damage and the target is grappled (Escape DC 16). Grappled creatures automatically take 18 bludgeoning damage at the start of the creature’s turn.
Electromagnetic Pulse (1/Turn). The robot can unleash an electromagnetic pulse that deals 18 ( 6d6 ) points of lightning damage to any other constructs or creatures with cybernetic implants within a 20-foot radius on a failed DC 16 Dexterity saving throw, or half as much on a success. This bypasses any active force fields or similar effects but doesn’t harm other living creatures or the director robot. Any technological item, including magical items, within this radius are suppressed for 1 minute and, if it has charges, is drained of 1d6 charges.
BONUS ACTIONS
Override (3/Day). The robot can usurp control of an otherwise functional construct. The robot targets one construct it can see within 60 feet of it. The target must succeed on a DC 20 Wisdom saving throw or be magically charmed by the robot until the robot dies or until it is on a different plane of existence from the target. The charmed target is under the robot's control and can't take reactions, and the robot and the target can communicate telepathically with each other over any distance. Constructs with the robot subtype have disadvantage on the saving throw.
Additionally, any robot affected by this ability also gains a +2 bonus on attack and weapon damage rolls. This effect bypasses a robot’s normal immunity to the charmed condition.
Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the director robot.
Litany of Repair (4/Day). The robot touches another construct. The target mends 38 (
8d8+2 ) hit points and is freed from any disabling condition. If the target robot has a shield, the shield or similar affect, it is recharged.
Summon Robot (1/Day). The robot chooses what to summon and attempts a magical summoning. A director robot has a 50 percent chance of summoning 1d6 K9 Hunter-Killers, 1d4
“Knight” Class Iron Man (MK. I), 1d3
“ORCUS” Class Iron Man (MK. II), 1d2 M3/Iron Man, or one M88/Castellan. A summoned robot appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon another robot. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Reactions
Punisher. When a creature within 10 ft of the robot does damage to it, it may use its reaction to move up to half its speed and make a Machine Slam attack against the triggering creature:
- Machine Slam. Melee Weapon Attack: 1d20+10 to hit, reach 10 ft.; one target. Hit: 19 ( 2d12+6 ) bludgeoning damage. On a natural 19 or 20 the target is stunned until the end of its next turn.
Also known as
director robots, it has a humanoid torso and four spindly legs sprout from the top of this black-paneled orb. Buzzing mechanical tentacles churn and writhe below its bulk.
Directors are middle managers built to ensure efficiency, productivity, and obedience. They oversee complex projects and protect networks of robots from outside corruption. A unit of robots controlled by a director goes about its business swiftly and with mechanical precision, taking what organic beings might mistake for pride in conserving resources or completing projects rapidly.
Naturally, director robots need neither rest nor food, and their internal generators provide nearly limitless power. Designed to be adaptable, they function with equal ease on the battlefield, within winding corridors, deep underwater, and upon starship hulls in the vacuum of space. The magnetic claws that carry the director’s bulk up sheer surfaces with surprising speed and grace are also perfectly suited to dragging damaged robots from the field.
To better analyze and respond to threats, directors are programmed with a remarkably advanced artificial intelligence, capable of limited self-awareness and interaction with others. Their sophisticated systems easily overwhelm and seize control of other computer operated devices, dredging memories and secrets from robotic minds, setting them to whatever work the director prioritizes, and removing any corrupting outside influence.
Director robots are nearly always accompanied by a small contingent of servitors. You can use the Summon Robot bonus action to determine what and if any robots are accompanying the director.
Looting
On successful DC 15 Arcana check the integrated laser pistol maybe retrieved from the robot as well as a number of relics based on their success (see the "
I Loot the Robot" table). Alternatively, it can be scrapped for 590 robot parts on a successful check.
Suggested Environments
ruins of the Ancients, technological sites