AC 13
HP 45 (6d6 + 18; bloodied 22)
Speed 0 ft., fly 40 ft. (hover)
Proficiency +2; Maneuver DC 13
Saving Throws Str +3
Skills Intimidation +1 (+1d8), Perception +4 (+1d8)
Damage Resistances necrotic
Damage Immunities poison, psychic
Condition Immunities
charmed
,
deafened
,
fatigue
,
frightened
,
paralyzed
,
poisoned
,
strife
Senses darkvision 120 ft., passive Perception 18
Languages understands the language of its creator but cannot speak
Macabre. The assaultskull has advantage on Intimidation checks made against humanoids.
Networking. When the assaultskull uses its Sensor Sweep, ally mechanoskulls within 500 feet are able to see with its blindsight.
ACTIONS
Mouthblade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage.
Eyelaser. Ranged Weapon Attack: +5 to hit, range 120/240 ft., one target. Hit: 7 (1d8+3) radiant damage.
Elemental Blast (Recharge 6). The assaultskull unleashes elemental energies in a 30-foot-long, 5-foot-wide line, choosing which when it uses this attack (acid, cold, fire, or lightning). Each creature in that area makes a DC 13 Dexterity saving throw , taking 10 (2d8) elemental damage on a failure or half damage on a success.
BONUS ACTIONS
Hyperneedle (3/Day). Ranged Weapon Attack: +5 to hit, range 200/800 ft., one target. Hit: 10 (2d6+3) piercing damage.
Sensor Sweep (Recharge 4–6). The assaultskull gains blindsight to a range of 60 feet until the start of its next turn.
REACTIONS
Overclock (1/Day, While Bloodied ). The assaultskull takes the Dash action when a creature misses it with an attack.
Combat Assaultskulls usually work in teams, with one or two designated to searching for hidden targets while the rest lay waste with overlapping fire and sequenced elemental blasts.
Dead-On Service
Mechanoskulls are created with behaviors fitting to their function, and can usually be controlled or accessed remotely by their owners. All mechanoskulls have the following action.
Transmit. The mechanoskull sends data to an object or creature designated by its creator. As a bonus action, the designated creature can see through the mechanoskull’s senses as if they were their own. A creature can only be the receiver for a number of mechanoskulls equal to its proficiency modifier and can only see through the senses of one mechano skull at a time. During this time it is blind and deaf to its body’s surroundings. If the receiver is a computer or similar device, such as a crystal ball, the data can also be recorded for later viewing.
Legends and Lore
The following is revealed with an Engineering or History check.
DC 10 Mechanoskulls were the first rudimentary attempts of necroscientists to weave together magic and technology.
DC 15 The very presence of mechanoskulls has a lasting psychological impact (whether they are being used offensively or not).
DC 20 Many militaries and secret societies make use of mechanoskulls, regardless of laws forbidding their use.
Often as a tactic to reduce enemy morale, these soldiers have so much weaponry that the skeletal remains are scarcely recognizable.
1–2 The mechanoskull floats in place, spins in a slow circle once, and then continues on its way.
3–4 The mechanoskull swoops towards the darkness and shadows where it can conceal itself.
5–6 The mechanoskull stays in place for 1 round as it evaluates the situation (preparing a Sensor Sweep if available).
1 Burnt remains of small creatures nearly turned to ash by a laser.
2 Soft whirring of turbines holding something aloft in the air.
3 A small alcove perfectly sized for a skull.
4 3-inch long hyperneedle embedded in the ground or wall.
CR 0–2 assaultskull ; decoyskull ; sortie of 4 (1d4+2) gobletskulls ; fleet of 8 (2d4+3) serviceskulls ; spyskull
Treasure machine parts and alchemic components (200 gp)
CR 3–4 pair of assaultskulls or assaultskull with 2 decoyskulls ; sortie of 4 (1d4+2) decoyskulls or spyskulls ; fleet of 10 (3d4+3) gobletskulls
Treasure machine parts and alchemic components (500 gp)
CR 5–10 sortie of 4 (1d4+2) assaultskulls or pair of assaultskulls with sortie of 4 (1d4+2) decoyskulls
Treasure machine parts and alchemic components (2,000 gp)
CR 11–16 kill squad of 7 (2d4+2) assaultskulls or sortie of 4 (1d4+2) assaultskulls with fleet of 8 (2d4+3) decoyskulls
Treasure machine parts and alchemic components (5,000 gp)