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Mutant Crawl Classics Core Rulebook, Homebrew, The Ninth World

Alpha Enginseer CR: 14 (11,500 XP)

Medium construct (hard light hologram, legendary), chaotic evil
Armor Class: 18 (hard-light)
Hit Points: 228 ( 19d8+76 )
Speed: 40 ft

STR

21 +5

DEX

18 +4

CON

18 +4

INT

10 +0

WIS

13 +1

CHA

20 +5

Saving Throws: Dex 1d20+7 , Con 1d20+9 , Wis 1d20+7 , Cha 1d20+9
Skills: Perception +4, Stealth +10
Damage Immunities: all (except cold, force and radiant) ; see Gift of the Machine God
Condition Immunities: all; see Gift of the Machine God
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, the alpha enginseer is immune to most physical attacks. However, she is susceptible to fire, radiant and cold damage which affects the light bead that projects the hologram and force that interacts directly with the holographic body. Once reduced to half her starting hit points, her immunities become resistances, and she is more open to attack.
  • Magic Resistance. The Alpha Enginseer has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The Alpha Enginseer's weapon attacks are magical.
  • Reactive. The Alpha Enginseer's can take one reaction on every turn of combat.
  • Parry Speed. To reflect the Alpha Enginseer speed with the vibroblade all to-hit attacks against her have a bane (-1d6).
  • Keen Hearing and Sight. The Alpha Enginseer has advantage on all Wisdom (Perception) checks that rely on hearing or sight.
  • EMP Shield. The Alpha Enginseer has advantage on saving throws against attacks or effects that seek to shut her down. Even if she fails, the effect only lasts 1 round before she reboots. She instantly recovers and defends herself if attacked while in a shutdown state.

Actions

  • Multiattack. The Alpha Enginseer may make three attacks. She may use Static if available.
  • Vibroblade. Melee Weapon Attack: 1d20+10 to hit, reach 10ft., one target. Hit: 12 ( 2d6+5 ) piercing damage plus 10 ( 3d6 ) force damage. She scores a critical hit on a 19 or 20.
  • Autopistol. Ranged Weapon Attack: 1d20+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.
  • Demiurge Static (Recharge 5-6). The Alpha Enginseer’s damage has inadvertently gifted her with a new ability. She can release an electronic wail consisting of electronic feedback. All other creatures within 30 feet of her that can hear her must make a CON 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 defeated creature may repeat the saving throw at the end of its turn to end the deafened condition. On a natural 1 the target is deafened permanently as their eardrums are blown out and stunned until the end of their next turn.

Reactions

  • Berserk Flailing. When the Alpha Enginseer 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) the Alpha Enginseer may use her reaction to reduce the damage by half. The Alpha Enginseer's next vibroblade or autopistol attack does an additional 1d6 damage of the energy type absorbed.
  • Defensive Strike (Recharge 5-6). When an enemy moves adjacent to the Alpha Enginseer they must make a CON saving throw or take 3d6 psychic damage, and the robot makes a secondary attack against the same target with a round-house kick (treat as a vibroblade attack that does bludgeoning and radiant). If this secondary attack hits, the target is pushed back 25 feet, knocked prone and dazed until the end of their next turn.

Legendary Actions

Development. If at any time during the encounter the attackers try and attack from the corridor, the enginseer gains a legendary action for as long as there are targets in the connecting corridor. Her legendary action options are:

  • No Kiting. The trap in the corridor resets and is triggered with a snap of her fingers. When the pulse is released, intelligent machines in the tube must succeed on a DC 15 Constitution saving throw or take 55 ( 10d10 ) force damage and become paralyzed for one hour. They still take half damage on a successful save and are paralyzed for one round. Living creatures who fail the same save take 27 ( 5d10 ) lightning damage, or half that if successful, and are not paralyzed either way. The trap may be disabled normally.
  • Isolation Protocol. A hard-light bead drops from the top of the doorway, projecting a holographic door that appears at the entrance and persists until the fight end; it's destroyed or dispelled in some way. It acts as a prismatic wall.

Lair Actions

The Platinum Egg. The container that held the enginseer's light bead begins spinning. This is a trap. The room is bathed in white light as the crud begins to fall away from the egg, revealing the platinum underneath. All creatures in the room are attacked by the trap at the start of their turn. Each creature not in melee with the eginseer or a soft-light hologram must make a CON saving throw or take 2d6+9 psychic and radiant damage and the target teleports to a space adjacent to the enginseer. The enginseer may then make a melee attack against the target. The target is not teleported on a successful saving throw and takes half damage. The egg can be disabled with two successful Thieves Tool checks. If the check fails, the egg pulses and all creatures within 30 feet must make a CON save or take 4d8+9 psychic, and radiant damage, and the target is stunned until the end of its next turn.

The Enginseer [Encounter DC 18]

The Alpha Enginseer uses tactical combat. Battle map to the right. Once the enginseer is activated, the battle begins per the area and creature's description. Two additional things occur. The enginseer summons four angelic-looking soft-light holograms. Treat these creatures as Wraith that do radiant damage but with the following additional trait:
  • Gift of the Machine God. As a creature of technology, the softlight hologram is immune to most physical attacks, though it is susceptable to fire, radiant and cold damage that affects the light bead that projects the hologram and force which interacts directly with the holographic body. Once reduced to half its starting hit points, its immunities become resistances, and she is more open to attack.
Timer. Each time the 1d4 timer is at one at the start of the DM's turn, the enginseer will duplicate herself and heal fully. The next timer has a -1 applied; this is a cumulative effect. This cloning can only be stopped (but not reversed) by disabling the Platnium Egg.

Hard-light holograms, are virtually indestructible, and can use any weapon available to them. Comprised of projected quantum-field “hard” light, they cannot be harmed by physical blows and most other forms of attack. Heat-based attacks will eventually cause the hard drive of a hard-light hologram’s light-bug to overheat and temporarily power down, at which time it becomes susceptible to normal attacks and damage. The creature has a glowing H stamped into its forehead.
  If the characters somehow interact with Pris (the enginseer's original name) 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…”  

Tactical Combat Encounter (Minis)

Details on this encounter can be found here.

Suggested Environments

Technological


Created by

solomani.

Statblock Type

Monster

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