Abomination of Automation CR: 15 (13,000 XP)
Huge monstrosity (construct, cyborg, robot), lawful neutral
Armor Class: 15 (natural armor)
Hit Points: 243 ( 18d12+126 )
Speed:
20 ft
, climb: 20 ft
Skills: Intimidation 1d20+8 , Perception 1d20+8
Condition Immunities: charmed, frightened
Senses: darkvision 120 ft., passive Perception 18
Languages: Gothic (A mix of English, German and Japanese)
Challenge Rating: 15 (13,000 XP)
Curse of the Machine Gods. As a creature of technology, the robot gains many damage and condition resistances and immunities, but they are also susceptible to electrical attacks:
- Is combat-hardened and has a damage threshold equal to half its CR rounded down, that is, it reduces all individual attacks by the threshold numbers. The abomination has a damage threshold of 7.
- All robots have a weakness to lightning-based damage. They have disadvantage on saving throws against attacks that do lightning damage and on a natural 1 are stunned until the end of its next turn.
Discombobulate. When the robot is reduced to half its starting hit points, it splits into two separate lesser abominations. A lesser abomination is identical to the abomination of automatons with the following changes:
- Each has half the original's hit-points.
- Its speed is doubled.
- It loses its Assimilation attack. This becomes a standard slam attack instead.
If possible, one of the lesser automatons will try and flee so it can rebuild itself back up. Each time it is hit make a morale check - a DC 18 Wisdom saving throw or flee. Once one flees, the other fights to the death to cover its escape.
Reactive. The robot can take one reaction on every turn in a combat.
Vigilant. The robot can’t be surprised.
Actions
Multiattack. The robot makes four Assimilation attacks or two Plasma-Cannon attacks.
Assimilation. Melee Weapon Attack: 1d20+13 to hit, reach 15 ft., one target. Hit: 21 ( 3d8+8 ) piercing damage, and the target is grappled (Escape DC 21).
Plasma-Cannon. Ranged Weapon Attack: 1d20+13 to hit, range 60/240 ft., one target. Hit: 30 ( 4d10+8 ) plasma (fire/lightning) damage. If the target is a creature, and is not immune to fire damage they also take 5 ongoing fire damage at the start of its turn. It may use an action to put the flames out.
Bonus Action
Consumption. A grappled creatures takes 2d4 CON damage, and the Abomination heals 9
2d8 hit points of damage if the target is a construct or half that amount if the target is not a construct (1d4 CON and 1d8 healing). If it is already at maximum hit points, it gains a permanent hit point increase of the same amount.
Reactions
Deflect Attack. The robot adds 5 to its AC against one weapon attack that would hit it. To do so, the robot must see the attacker.
This abomination is a tangled combination of human remains and the corroded bodies of at least a dozen automatons. It rudely drags itself across the floor using multiple legs and arms, and several active heads make unintelligible noises.
It will attack anything it sees, looking to add more parts to itself. Its slower speed makes it easy for other automatons to outrun it, however.
Treasure
If the abomination is totally destroyed, scouring through its remains reveals a strange six-sided die.
BRAK'S CUBE OF PERFECTION
A tiny cube with paintings of goblins on each face, each one depicting transcendence in a physical or mental trait. Roll the cube by rolling a d6. Your corresponding stat permanently increases to 18 (+4). 1. Strength. 2. Dexterity. 3. Constitution. 4. Intelligence. 5. Wisdom. 6. Charisma. After being rolled, Brak's Cube of Perfection teleports to a random location in the multiverse (20,000gp/2,000xp).
Suggested Environments
Luna Castellum or other sites, ruins and dungeons of the Ancients