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Iron Gods Adventure Path, Expedition to Silver Mount

Pris (Insane Android) CR: 14 (11,500 XP)

Medium construct (android), chaotic evil
Armor Class: 18 (synth chassis)
Hit Points: 228 (19d8 + 76)
Speed: 38 ft

STR

21 +5

DEX

18 +4

CON

18 +4

INT

10 +0

WIS

13 +1

CHA

20 +5

Saving Throws: Dex +7, Con +9, Wis +7, Cha +9
Skills: Perception +4, Stealth +10
Damage Resistances: bludgeoning, piercmg, and slashing from nonmagical attacks that are not skymetal (adamantine)
Damage Immunities: necrotic, poison, psychic
Condition Immunities: charmed, exhaustion, fright­ened, paralyzed, petrified, poisoned
Senses: darkvision 120ft., passive Perception 14
Languages: Gothic (A mix of English, German and Japanese)
Challenge Rating: 14 (11,500 XP)

  • Gift of the Machine God. As a creature of technology Pris is immune to disease, poison and psychic damage. She cannot be charmed, frightened, parlayed, petrified, stunned, exhausted or put to sleep. She does not need to sleep, eat or breathe. However, she is susceptible to electrical attacks. When taking lightning damage she makes her save with disadvantage.
  • Nanite Surge. Pris may gain advantage on one d20 roll per day. Her “tattoos” glow when she uses this ability.
  • Magic Resistance. Pris has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. Pris's weapon attacks are magical.
  • Reactive. Pris's can take one reaction on every turn in a combat.
  • Parry Speed. To reflect her speed with the vibroblade all attacks against Pris take a -1d4 to hit.
  • Keen Hearing and Sight. The android has advantage on all Wisdom (Perception) checks that rely on hearing or sight.

Actions

  • Multiattack. Pris may make three attacks. She may use Static if available.
  • Vibroblade. Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 10 (3d6) force damage. Scores a critical hit on a 19 or 20.
  • Autopistol. Ranged Weapon Attack: +9 to hit, range 120 ft ., one target. Hit: 10 (2d4 + 4) piercing damage plus 10 (3d6) ballistic (force/bludgeoning) damage. On a critical hit the bullet continues on to the next target in a line up to 120 ft.
  • Static (Timer 1d4). Pris’ damage has inadvertently gifted her with a new ability. Once per day Pris releases an electronic wail consisting of electronic feedback. All other creatures within 30 feet of her that can hear her must make a DC 17 Constitution saving throw. On a failure, a creature takes 20 (6d6) thunder damage and are deafened, half damage on a success and are not deafened. A save ends the deafened condition.

Reactions

  • Berserk Flailing. When Pris has lost half of her starting hit points she immediately makes a vibroblade attack against each target within reach.
  • Reactive Shielding. When struck by an elemental damage type (acid, cold, fire, lightning, or thunder) you may use your reaction to reduce your damage by half. The android's next vibroblade or autopistol attack does an additional 1d6 damage of the energy type absorbed.

If the characters somehow interact with Pris the basic idea:   The synthetic stares blankly, buzzing and ticking. In a different voice from before, she speaks: “Mutagenic infection of extraterrestrial nature. Biosafety protocols breached. Subjects quarantined in Class Five-stasis facility. Quarantined… Quarantined.” The synthetic clicks loudly. “Stasis breached. Subjects released.”   She smiles. “Now the children will be disciplined…”

Created by

solomani.

Statblock Type

Monster

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