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 pulverizer 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 bracer is covered with indented dials and sliders that produce various magical effects with little resemblance to arcane ritual. It's main weapon is a hulking piston of a right arm. This biomechanical construction is little more than a cartilage tube filled with corded muscles which in turn are attacheds to a metal-laced bone that is thin along the center but capped with a wide-flat end. After the cocks the bionic piston back, the pulverizer can then deliver a punch with the impact greater than a charing rhino. It’s left forearm is dominated by a thick bracer made of a strange, yellow metal etched with alien symbols. With a thought, the bracer rapidly unfolds like flower petals into a sigiled katar and back again.
Beat Down. The synth pulverizer nominally serves its host as a demolition specialist and the first step in breaking down ore for vessel enchancements. Most of the time though, it is sent out by the Synth Chaser's to crack open whatever pitiful bastion the synth's prey cowers within. Too often, those that the synths hunt realize that their best chance of survival is to hold up somewhere like rats in the wall hiding from a hungry cat. The synth pulverizer breaks said walls down so its sleeker kin can get back to the hunt. They also deal with heavily armored targerts with rutheless efficency. Synth grinders actually prefer processing pulverizer kills, the bones are so terribly broken it makes the job easy.
Synth Pulverizer
Medium humanoid (synth), lawful evil
Str 19 Dex 16 Con 19 Int 8 Wis 12 Cha 6
Skills Perception Perception +4, Stealth +6, Survival +4
Damage Resistances bludgeoning
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses darkvision 60 ft., passive Perception 16
Languages Synth
Challenge
6 (2,300 XP)
Chameleon.
When not moving the synth has Advantage on Dexterity (Stealth) checks.
Death Burst.
When the synth pulverizer 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 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.
Siege Monster.
The synth deals double damage to objects and structures.
Actions
Multiattack.
The synth pulverizer attacks twice with its Retractable Katar as one action.
Retractable Katar.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (2d4+4) piercing damage.
Piston Punch.
Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 26 (4d10+4) bludgeoning damage. If the target is a creature it must succeed on a DC 14 Constitution saving through or be Stunned until the end of its next turn.
Reactions
Particulate Cloud.
If the synth pulverizer attacks with its piston punch and misses, it may use its reaction to stir up a particulate cloud around it. Until the start of its next turn, the synth pulverizer gains a +4 bonus to AC as long as it does not move more than 10ft.
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