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Synth Conductor




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 conductor 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 weapon is a thin, serrated blade that vibrates with no audible hum which the synth weilds in its right hand. The palm of its left hand is dominated by a fleshless maw not unlike that of a lamprey but with tiny coil-wrapped rods instead of teeth. Whenever the synth conductor casts a spell or drains a magic item, mystical energy arcs between the miniature conduits.


Paranormal Parasite. The Synth Chaser's crew and vessel need a constant flow of arcane energy to reproduce and run respectively. That is where the synth conductor comes in. A high ranking member of the android host, the conductor gathers the magic items taken from its peers' kills and siphons the enchantment into its chassis. It later downloads the energy directly to the synth ship's power source. This violent process temporarily damages the conductor's internal workings, but it recovers in a day or so. When the synth crew faces a power spellcaster, the conductor is often deployed to disrupt the foe's spells and re-deploy the energy in direct attacks.



Synth Conductor

Medium humanoid (synth), lawful evil

Armor Class 14

Hit Points 135 (18d8 + 54)

Speed 30ft

Str 15 Dex 19 Con 16 Int 20 Wis 14 Cha 10

Saving Throws Str +6, Dex +8

Skills Perception Perception +6, Stealth +8, Survival +6

Damage Resistances damage from spells

Damage Immunities poison

Condition Immunities charmed, exhaustion, frightened, poisoned

Senses darkvision 60 ft., passive Perception 16

Languages Synth

Challenge 10 (5,900 XP)

Arcane Sinkhole.

Whenever the synth conductor dispels or counters a spell it heals hit points equal to the spell's level. In addition, if it casts magic missile before the end of its next turn, it deals additional force damage equal to that spell dispelled or countered split any way it chooses between its targets.

Chameleon.

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

Death Burst.

When the synth conductor 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 10 (3d6) piercing damage and 10 (3d6) necrotic damage on a failed save, or half as much damage on a successful one.

Drain Enchantment (1/day).

The synth conductor can focus on a magic item that it is holding that it is identified for 10 minutes and drain the magic from it. The effect on the magic item and synth conductor is as followed.


If the drained magic item is common, it is destroyed and crumbles to dust. The conductor is not affected.


If the drained magic item is uncommon, it is considered 'common' and has a 75% chance of not working whenever it is activated. If it uses charges it cannot regain charges. The synth conductor's maximum hit points are reduced by 9 until it completes a long rest.


If the drained magic item is rare, it is considered 'uncommon' and has a 50% chance of not working whenever it is activated. If it uses charges it cannot regain charges. The synth conductor's maximum hit points are reduced by 18 until it completes a long rest.


If the drained magic item is very rare, it is considered 'rare' and has a 25% chance of not working whenever it is activated. If it uses charges it cannot regain charges. The synth conductor's maximum hit points are reduced by 36 until it completes a long rest.


If the magic item is legendary, it cannot be drained.


Innate Spellcasting (Alien Technology).

The conductor's innate spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: identify, magic missile (Cast at 4th Level)

3/day each: counterspell, dispel magic

Magic Resistance.

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

Actions

Hollower.

Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 9 (2d6+2) slashing damage. The target must succeed on a DC 15 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.

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