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Synth Extractor




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 extractor 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 audible hum and it’s bracer can unfold its flower-like petals into a sigiled katar and back again.


Extraction Expert. The synth extractor is deployed by the Synth Chaser to not only lead smaller hosts of its less powerful kin, but also marking and shadowing valued targets. The extractor injects an enchanted bone-sliver into a living target or object, usually from range. The target might feel a mild sting and often doesn’t realize it has been tagged. From there, the extractor can magically observe it from a safe distance to gather intelligence, map an area, or the like. Then, at the synth chaser’s orders, the synth extractor either abducts or eliminates the tagged target.



Synth Extractor

Medium humanoid (synth), lawful evil

Armor Class 13

Hit Points 120 (16d8 + 48)

Speed 30ft

Str 17 Dex 16 Con 17 Int 11 Wis 16 Cha 10

Saving Throws Str +6, Dex +6

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

Damage Immunities poison

Condition Immunities charmed, exhaustion, frightened, poisoned

Senses darkvision 60 ft., passive Perception 16

Languages Synth

Challenge 7 (2900 xp)

Blood Tracker.

After touching a creature's blood and analyzing it as a bonus action, the extractor can track that creature. The extractor as advantage on any Wisdom (Perception) or Wisdom (Survival) check it makes to find it for the next 8 hours.

Chameleon.

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

Death Burst.

When the synth extractor 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.

Magic Resistance.

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

Seeker.

The synth extractor can spend 10 minutes of concentration to magically sense its bone tags that are on the same plane. It can then focus on one of those tags and view the area around the creature or object housing the bone tag as if it had cast the Clairvoyance spell.


A creature that can sense the bone tag (such as a creature benefiting from see invisiblity or truesight) sees a glow emanating from the bone tag through the tagged subject.

Actions

Multi-Attack.

The synth extractor can attack once with its Hollower and once with its Retractable Katar as one action.

Hollower.

Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (2d6+3) slashing damage. The target must succeed on a DC 14 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.

Retractable Katar.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d4+6) piercing damage.

Bone Tag (Recharge 6).

Ranged Weapon Attack: +6 to hit, range 120ft., one creature. Hit: 1 piercing damage. If the target is a creature, the tag burrows down into their bones. Until the tag is removed, the extractor is always considered to have Blood Tracker against it. In addition, it gains Advantage on attacks against that target. Finally, the extractor can use its Seeker ability on the creature.


The tag can be removed with a successful Wisdom (Medicine) check DC 13 that takes 15 minutes to perform, or with the Lesser Restoration or like magic.


If the target is an object, it is pierced by the bone tag until the bone tag is removed. The extractor can use its Seeker ability on the object. .

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