Innate Spellcasting (Cybertheurgy). The repairbot’s innate spellcasting ability is Intelligence (spell save DC 12). It can innately cast the following spells, requiring no components:
Gift of the Machine God. As a creature of technology, the robot gains many damage and condition resistances and immunities but they are also susceptible to electrical attacks. Self-repairing. The Repairbot’s nanites repair the robot continuously. It mends 1 hit point per round until returned to full hit points, so long as it has at least 1 hit point.
Repairbot (also called a servo-skull) is not designed for combat but can use its appendages and tools to make a slam attack to defend itself or if its programming is overcome.
Machine Slam. Melee Weapon Attack:
+4 to hit, reach 5 ft., one target. Hit: 5 ( 1d6+2 ) bludgeoning damage.
Repair Robot. A repairbot can repair damage dealt to either itself or an adjacent robot, mending the target of 1d10 points of damage.
9-1-1. The repair bot can summon aid which arrives in 1d4 rounds. Roll a die to see who arrives to help.
Though these bots are embedded in human skulls though in reality, they are spider like machine that is an autonomous repair robot the size of a bowling ball that performs repair and maintenance on the ship. There are hundreds of such bots on the Divinity and are the main reason the ship has not completely fallen apart. They can be seen scuttling (or flying) in and out of specifically built access ports throughout the ship and pose no threat to the party. They will defend themselves however if attacked. Since these particular bots are actually produced by a Dark Age of Technology manufactorium and are much more advanced than the standard servo-skull found through out the Imperium of Man. Drubb was no fool and disguised his advanced machinery whenever he could. This is probably his finest example of that particular deception.
Technological