“ORCUS” Class Iron Man (MK. II) CR: 9 (5,000 XP)
Large construct (robot), neutral
Armor Class: 20 (reinforced skymetal plating)
Hit Points: 133 ( 14d10+56 )
Saving Throws: CON 1d20+7 , WIS 1d20+4
Skills: Athletics 1d20+9 , Perception 1d20+8
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks that aren't skymetal (adamantine)
Damage Immunities: necrotic, poison, psychic
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses: darkvision 60 ft., passive Perception 18
Languages: Gothic (A mix of English, German and Japanese)
Challenge Rating: 9 (5,000 XP)
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:
- Automatically gain two proficiencies or feats 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.
- It 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.
- It 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.
- 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. Lightning damage also bypasses all damage reduction.
- 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.
Any metal melee weapon wielded by the robot becomes charged with lightning and deals an extra weapon die of lightning damage on a hit. This damage is included in the attack.
When outnumbered, the robot gains a legendary action for every 4 creatures it is facing up to a maximum of 3 actions. It also gains a non-recharging force field equal to 10 hit points for each enemy beyond the first the robot is engaged with up to a maximum of 72 hit points. The force field acts as temporary hit points and while active the robot is immune to critical hits and looses its weakness to lightning.
The robot has advantage on saving throws against spells and other magical effects.
The robot's weapon attacks are magical.
Overcharge Energy Weapon.
Any energy weapon wielded by the robot can be overcharged at the cost of increasing the failure chance by 5% (1 pip on the d20) per die increase. For example, a lazgun has a normal depletion rate of 1 in 20, if the robot overcharges it by twice it increases the weapon's damage from 3d6 to 5d6 but also increases the depletion rate to 1-3 in 20.
Multiprocessor. The robot makes a rumble fist attack against one adjacent enemy and then chooses another action (including another rumble fist attack).
Overcharged Gravgun. Ranged Weapon Attack: 1d20+6 to hit, range 150 ft.; one target. Hit: 16 ( 4d6+2 ) bludgeoning damage (overcharged twice, making permanent failure occur on 1-3). This attack may bounce to one additional target within 15 feet, doing half as much damage. If the attack successfully hits both targets, they are knocked prone. Alternatively, it can be used in continuous fire mode, which acts as a telekinesis spell. Check for failure each minute telekinesis is active.
Rumble Fist. Melee Weapon Attack: 1d20+9 to hit, reach 10 ft.; one target. Hit: 25 ( 3d12+7 ) bludgeoning and the target is pushed back 15 feet. On a critical hit, the target is stunned until the end of its next turn.
Thunder Orb. The robot launches a sonic grenade up to 50 feet away. All creatures in a 20-foot sphere of a targeted square must make a DEX saving throw or take 14 ( 2d6+4 ) thunder damage and the impact force pushes the targets 10 feet away. A successful save halves the damage. On a natural 1, the grenade detonates in the robot's space.
Soundwave (Recharge 6). The robot releases a wave of sound around its body affecting all living creatures within 15 feet, causing 18 ( 2d6+6 ) thunder damage and knocking the target prone on a failed CON save.
Self-Repair (Recharges after Long Rest).
A robot's nanites can repair any robot it touches for 12 points of damage — if the robot uses this ability on itself, it automatically repairs itself for 24 points of damage.
Implacable (1/Day). When the robot is reduced to, or less than 1 hit point, as a reaction it repairs 24 hit points (4d10 + 2) and makes a single Rumble Fist attack against each creature within 10 feet of it.
Combat Flexibility. When outnumbered the robot gains one legendary action for every 4 creatures it is facing up to a maximum of 3 legendary actions. It may choose from its list of available actions and move up to its speed.
The flexing hiss of motors, the smell of oil, and the alien metals and plastic. A soft whir as steel caresses steel. Metallic fingers clench. Artificial eyes glow red. Appearing as a much larger version of the Mk. I this one is burnished in silver and gold. Mk IIs can use weapons and other items as a human, so it is not uncommon to find them carrying weapons. This particular model wields a laser-rifle in one hand.