Haunted Robot | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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The Ninth World (Homebrew), The Palace of Stars

Haunted Robot CR: 10 (5,900 XP)

Large construct (robot, undead), neutral
Armor Class: 18 (natural armor)
Hit Points: 161 (17d10 + 68)
Speed: 30 ft

STR

20 +5

DEX

16 +3

CON

18 +4

INT

10 +0

WIS

15 +2

CHA

17 +3

Damage Vulnerabilities: lighting (special, see traits)
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks that are not skymetal (adamantine)
Damage Immunities: fire, poison, psychic
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses: blindsight 120 ft., passive Perception 10
Languages: understands Gothic, Druidic and Common but can’t speak
Challenge Rating: 10 (5,900 XP)

Gift of the Machine God. As a creature of technology, the haunted robot gains many damage and condition resistances and immunities, but they are also susceptible to electrical attacks:

  • Automatically gain a single proficiency or feat as needed though it can only have one new ability active at any given time. It does this as part of short rest, downloading the knowledge it needs to finish a mission at hand.
  • Has advantage on Wisdom (Perception) checks that rely on sight or sound and has double proficiency bonus in the Perception skill as it constantly scans its surroundings for danger.
  • 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 damage (5 for the haunted robot).
  • 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.
  • Robots built by the Ancients were built to last. Each has a continuous reanimation protocol active which heals/mends the robot a number of hit points equal to its CR (minimum of 1) per round. This ability ceases to function when the robot is reduced to 0 hit points.
Ethereal Sight. The haunted robot can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.   Immutable Form. The haunted robot is immune to any spell or effect that would alter its form.   Infrasonic Field. A haunted robot constantly emits powerful sound waves at a frequency below normal hearing. These vibrations can debilitate living beings within 30 feet. Such creatures must succeed at CON saving throw at the end of their turn or fall prone and spend their turn struggling with potent nausea while within the area of the aura or for 1 minute if they leave the aura, or until they make their saving throw. Making the save does not grant immunity to this effect.   Reactive Armor. A haunted robot is covered in a unique shell that reacts explosively to powerful strikes. Due to this covering, a warden robot gains a flat 25% chance to negate critical hits and sneak attacks. When the armor negates a critical hit or sneak attack from a melee weapon, the attacker takes an amount of fire damage equal to half of the damage dealt to the robot. Attackers using reach or ranged weapons avoid this damage.

Actions

Combined Arms. The haunted robot uses Sonic Detonation, if available, and then makes two Integrated Sonic Disruptor attacks and two Withering Sam attacks. It may replace its disruptor attacks with Wildfire. When it uses Wildfire, the spirit of the possessing druid can be seen momentarily inside the robot casting the spell.   Withering Slam. Melee Weapon Attack: 1d20+9 to hit, reach 10 ft., one target. Hit: 18 ( 3d8+5 ) bludgeoning damage and 17 ( 4d6+3 ) necrotic damage.   Integrated Sonic Disruptor. Ranged Weapon Attack: 1d20+9 to hit, range 100 ft., one target. Hit: 12 ( 2d8+5 ) thunder damage and the target is knocked prone.   Wildfire. Ranged Spell Attack: 1d20+9 to hit, range 120 ft., one target. Hit: 26 ( 6d6+5 ) fire damage, and the target is blinded until the start of the haunted robot’s next turn.   Sonic Detonation (Recharge 6). The haunted robot detonates its infrasonic field blasting creatures in a 30-foot sphere. Each creature in the area must make a DEX saving throw, taking 21 ( 6d6 ) thunder damage on a failed save, or half as much damage on a successful one.  

Bonus Action
Horrifying Visage. Each non-undead creature within 60 feet of the haunted robot that can see it must succeed on a WIS saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this haunted robot's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring. When Horrifying Visage is used the ghost of the possessing druid appears momentarily emerging from the robot. His flesh being eaten away by yellow mold and alien plants   Dazzler. The haunted robot can target a single creature with a beam of strobing light with a range of 60 feet. A creature subject to this attack must succeed at a CON saving throw or be blinded for 1 minute. Creatures that successfully save are dazzled until the end of their next round. A dazzled creature has 1d4 on any d20 roll that requires sight (for example attacking, targeting a creature for a spell, using Perception etc).

Reactions

Doubled Minded. As a reaction to taking damage, the haunted robot may use Withering Slam or Wildfire at the triggering attacker.

A particularly large warden robot—an automaton used on Luna Castellum for warfare but here in the Hedge Maze as security—stands near the centre of the room, partially overgrown by vines and entirely infested with the same yellow mold that killed Jarin. The druid’s unquiet spirit now haunts the robot and takes offence at the introduction of any creatures made of flesh.
Tactics
During Combat The robot follows Jarin’s impulses and has assumed the druid’s alignment, and as it attacks it proclaims the PCs to be fit only for fertilizer. The robot is entangled on the first round of the fight, but automatically rips free from its roots at the start of the second round—it doesn’t pursue foes from this room. If the positioning is right, the robot tries to bull rush foes over the edge of the pit into area G4. Morale The haunted robot fights until destroyed.   Wardens are dangerous guardian robots often found protecting sealed vaults or patrolling ancient, buried corridors. They carry out their orders with ruthlessness and zeal, usually offering no warning before attacking a perceived threat. The Technic League has had moderate success in controlling a few of these robots, and occasionally assigns them as guards for valuable treasures or important prisoners, roles for which they’re well suited.   Although the mere sight of these massive machines is imposing enough to ward off most intruders, those who are undeterred by a warden’s appearance soon find the robot to be quite capable of destroying those who enter its territory without proper clearance. Unlike golems or similarly mindless constructs, wardens possess an intelligence that allows them to employ tactics, either on their own or as part of a unit. When acting in groups, the robots are smart enough to suppress and reactivate their nausea-inducing sound waves in concert, maximizing the length of time their opponents are incapacitated.   Most wardens are in Silver Mount, but some can be found in many other parts of Numeria. Nearly all share the same characteristics: a squat upper body with a domed shape and two arms ending in six surprisingly dexterous “fingers” surrounding emitters that serve as its primary ranged weapons. Two stout, multi-jointed legs provide the construct with great mobility, even on hilly or rough terrain.

Suggested Environments

Luna Castellum, Ancient ruins


Created by

solomani.

Statblock Type

Monster

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