Technobeast

Technobeast

Large aberration, neutral evil
"It didn’t growl… it buzzed in binary."


Lore

Born from the failed fusion of military bio-labs and orbital weapons systems, Technobeasts are amalgams of metal, nerve fiber, synthetic muscle, and corrupted AI. They’re not made—they evolve, growing from leftover nanites and derelict processors nestled in organic matter.

Their sleek, animal-like forms prowl the Sky Remnants’ twisted forest of metal trees and sparking ruins. And worse… they can sense data, hunting heat signatures, electronic pulses, and even thought-wave patterns.

Some say they’re evolving. Others say they’re building a hive-network with a purpose.


Stat Block

Armor Class 18 (cybernetic plating)
Hit Points 132 (14d10 + 56)
Speed 40 ft., climb 30 ft.

STRDEXCONINTWISCHA
20 (+5)16 (+3)18 (+4)6 (-2)14 (+2)7 (-2)

Saving Throws Dex +6, Con +7, Wis +5
Skills Perception +5, Stealth +6, Investigation +2
Damage Resistances Lightning, Fire, Force
Damage Immunities Poison, Psychic
Condition Immunities Charmed, Frightened, Exhaustion, Poisoned
Senses Darkvision 120 ft., Data Sense 60 ft., passive Perception 15
Languages Understands Pre-War Code; can emit digital shrieks
Challenge 8 (3,900 XP)
Proficiency Bonus +3


Abilities

Data Sense. The Technobeast can detect any creature using electronics, magic items, or speaking within 60 feet, even if invisible. Creatures using sending stones, arcane focuses, or powered tech automatically trigger its attention.

Adaptive Plating. The first time the Technobeast takes a damage type (lightning, fire, cold, etc.) it gains resistance to that type until the end of its next turn.

Cling to Steel. The Technobeast ignores movement penalties from metal terrain and can climb vertical walls of steel or circuitry as if under a spider climb spell.


Actions

Multiattack. The Technobeast makes two Swipe attacks and may use Pulse Bite if available.

Swipe (Melee Weapon Attack): +8 to hit, reach 10 ft., one target.
Hit: 2d8 + 5 slashing damage + 1d6 lightning damage.

Pulse Bite (Recharge 5–6):
The Technobeast clamps down on a target with its static-charged fangs.
+8 to hit, reach 5 ft., one creature.
Hit: 3d10 piercing damage and the target must make a DC 15 Constitution saving throw or be paralyzed for 1 round (as nervous systems are overwhelmed by the bite’s shock burst).


Bonus Actions

Overclock Surge (1/Day):
The Technobeast doubles its movement speed and gains advantage on Dexterity saving throws for 1 minute. At the end of the effect, it suffers 1 level of exhaustion.


Reactions

EMP Backlash. When hit by a spell or tech-based ability (e.g., powered weapon), the Technobeast can release a 10 ft pulse of electromagnetic energy. Creatures within range must succeed on a DC 14 Intelligence saving throw or be blinded until the end of their next turn.


Encounter Ideas

  • A nest of Technobeasts blocks the party’s path to the Scintillanet Beacon, guarding it like a queen’s eggs.
  • One lone Technobeast is partially tamed by a rogue scavenger, who uses it as a hunting companion… until the signal changes.
  • A larger, more evolved Technobeast has begun installing data shards into its own skull. It wants memories.

Loot Table
1d8
MaterialDescription
1. Adaptive Plating Shard (Uncommon)Grants temporary resistance to last damage type taken
2. Data Core Spark (Rare)Used to power or upgrade tech sensors
3. Neural Bite Injector (Rare)Boosts movement speed by 10 ft. for 1 minute (1/day)
4. Overclocked Servo Ring (Uncommon)Boosts movement speed by 10 ft. for 1 minute (1/day)
5. Claw Conductor Node (Uncommon)Weapon mod; adds 1d4 lightning damage
6. Hive Link Beacon (Very Rare)Allows communication with all constructs in 300 ft for 1 min
7. Technobeast Optical Array (Rare)Grants Darkvision 120 ft and advantage on Perception in ruins
8. Pulse Core Fragment (Legendary)Can be used to upgrade artifact gear, enabling Overclock Surge


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