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Synth Chaser




Lithe and tall, the humanoid is without any distinct facial features other than the vague impression of a nose and indents where eyes should be; though there is a golden glow implies ocular organs of some sort under its epidermis. At first glance, one might think this is due to a pale cloth drawn tight over its visage, but whenever the creature moves its plain that is some sort of artificial skin. The rest of its body is a smooth crimson shell of molded musculature. Raised, thicker and darker patches of skin form intricate patterns across its shoulders, down its spine and each arm.


The synth chaser wears simple clothing, a crossed halter with spaulders attached; bracers and boots of a barbaric design. However, these accessories are crafted from materials not of this sphere. Its bracers are covered with indented dials and sliders that produce various magical effects with little resemblance to arcane ritual. It's main weapons are a thin, serrated blade that vibrates with no auidible hum and a black sphere that floats above its right shoulder which spits blasts of necrotic energy.


Thought Hunter. The synth chaser first appeared after a fallen star crashed into an inhospitable mountain range with such force the land across the kingdom buckled. Soon, whispered rumors told of a golden-eyed demon that hunted frontier folk, leaving their deboned bodies behind. Then an entire town was butchered and left the rot in the sun. The government sent in a team of accomplished mercenaries. They never returned.


Most think that the synth chaser collects the skulls and spines of its victims for some manor of unholy ritual. The truth is actually even more disturbing. The chaser is the leader and vanguard of a variety of synths. It is gathering neuropathway bones from the local population and bringing it back to synth grinders to reduce into necrotic mnemonic. When ingested, this powder instills the consumer with the memories and skills of the slain creature. Birthed in vats while their vessel travelled between the spheres, the synths have no identity of their own and ruthlessly harvest those of other humanoids. They see other thinking beings as a resource to fuel their addiction for the recollections supplied by the necrotic mnemonic are fleeting. Once gone, only a hollowness remains the synths will do anything to fill.


Synth Chaser

Medium humanoid (synth), lawful evil

Armor Class 17 (natural armor)

Hit Points 170 (20d8 + 80)

Speed 40ft

Str 18 Dex 16 Con 18 Int 13 Wis 16 Cha 10

Saving Throws Str +9, Dex +8

Skills Perception Acrobatics +8, Athletics +9, Sleight of Hand +8, Survival +8

Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities poison

Condition Immunities charmed, exhaustion, frightened, poisoned

Senses darkvision 120 ft., passive Perception 13

Languages Synth

Challenge 13 (10000)

Death Burst.

When the synth chaser dies, it explodes in a burst of bones and necrotic sludge. Each creature within 15 ft. of it must make a DC 15 Dexterity saving throw, taking 14 (4d6) piercing damage and 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one.

Chameleon.

When not moving the synth chaser has Advantage on Dexterity (Stealth) checks.

Innate Spellcasting. (Alien Technology).

The synth chasre’s innate spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). it can innately cast the following spells, requiring no material components:

At Will: Detect Magic, Detect Poison and Disease, Entangle, Floating Disk, Hunter's Mark

3/day Each: Evard's Black Tentacles, Pass Without Trace, Spike Growth

Magic Resistance.

The synth chaser has Advantage on saving throws against spells and other magical effects.

Magic Weapons.

The synths chaser's weapon attacks are magical.

Actions

Multiattack.

The synth chaser makes two hollower attacks as one action.

Hollower.

Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 12 (2d6+5) slashing damage. The target must succeed on a DC 17 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest.

Dark Matter Beam.

Ranged Spell Attack: +7 to hit. Range 120/360ft., one creature. Hit: 39 (8d8+3) necrotic damage.

Bone Harvest.

The synth chaser pulls the bones from a creature at 0 hit points. The creature automatically dies and the synth chaser acts as if it it is under the effects of the Haste Spell for a number of turns equal to the slain creature's hit dice. The synth chaser cannot use Bone Harvest again until the Haste effect has expired.


When the Haste effect of Bone Harvest expires, the synth chaser may not move or take an action for 1 turn

Legendary Actions

The synth chaser can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The synth chaser regains spent legendary actions at the start of its turn.


Hide (1 point).

The synth chaser takes the Hide action.

Hollow (1point).

The synth chaser makes a hollower attack.

Click of a Button (2 points).

The synth chaser casts an available spell.

Enervating Spread (2 points).

The synth chaser instantly teleports to an unoccupied space it can see within 20ft and unleashes a salvo of necrotic bolts at its former location. All creatures within 10ft of the space the synth chaser left must succeed on a DC 15 Dexterity saving throw or take 18 (4d8) necrotic damage and suffer Disadvantage on all attack rolls, saving throws, and skill checks until the end of their next turn.

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