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Synth Grinder




The lithe 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 grinder wears a cross-halter top with spaulders attached that have a barbaric design. Its gloves, however, are bulky and unlike anything known on this sphere. The right hand doesn't end in fingers, but in a trio of buzzsaws equilaterally arranged around hole filled with grinding gears. The left hand has thick fingers, but a swirling flame under glass dominates the back of the forearm. From the gap in that hand's palm that the synth can produce a white-hot beam.


Societal Ennui. Synth grinders are the most numerous of synths. They serve as guards for the rest of their race and serve the synth chaser without question. Synth grinders reduce the skulls and spines of other humanoids down 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 Grinder

Medium humanoid (synth), lawful evil

Armor Class 15 (natural armor)

Hit Points 76 (9d8 + 36)

Speed 30ft

Str 16 Dex 14 Con 18 Int 10 Wis 14 Cha 12

Saving Throws Str +5

Skills Perception History +2, Medicine +4, Survival +4

Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine

Damage Immunities poison

Condition Immunities charmed, exhaustion, frightened, poisoned

Senses darkvision 120 ft., passive Perception 12

Languages Synth

Challenge 4 (1100 xp)

Death Burst.

When the synth grinder dies, it explodes in a burst of bones and necrotic sludge. Each creature within 15 ft. of it must make a DC 12 Dexterity saving throw, taking 7 (2d6) piercing damage and 7 (2d6) necrotic damage on a failed save, or half as much damage on a successful one.

Magic Resistance.

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

Actions

Multiattack.

The synth grinder makes two attacks as one action.

Grinder Glove.

Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8+3) slashing damage. In addition, if the target is a creature they begin to bleed. For the next minute at the end of each of their turns, the creature must succeed on a DC 14 Constitution save or take 3 (1d6) necrotic damage. On success, the effect ends. If the creature magically regains any hit points the effect ends as well.

Blaster Glove.

Ranged Weapon Attack: +4 to hit, range 120/360., one creature. Hit: 10 (3d6) fire damage.

Powder Memories.

The synth grinder pulverizes the skull and spine of a dead creature into a dose of necrotic mnemonic that contains fragments of the dead creature's knowledge and memories.


A creature can spend its action to consume a dose of necrotic mnemonic and make a DC 14 Constitution save. Creatures that are immune to the Poisoned condition automatically succeed on this save. On failure, the creature is Poisoned for the next minute. On success, the creature gains one language and one skill that the dead creature possessed for the next 24 hours. The creature also gains flashes of the dead creature's memories, determined by the dungeon master.

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