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Breadcrumb

Dire Cyberwolf

Challenge
str
12
dex
14
con
12
int
3
wis
12
cha
6

AC 13 (natural armor)

HP 11 (2d8+2; bloodied 5)

Speed 40 ft.


Proficiency +2; Maneuver DC 13

Skills Perception +3, Stealth +4

Damage Immunities poison, psychic

Condition Immunities charmed , fatigue , frightened , paralyzed , petrified , poisoned

Senses darkvision 30 ft., passive Perception 13

Languages Common, Machine


Keen Hearing and Smell. The cyberwolf has advantage on Perception checks that rely on hearing and smell.

Pack Tactics. The cyberwolf has advantage on attack rolls against a creature if at least one of the cyberwolf’s allies is within 5 feet of the creature and not incapacitated .

Malfunction. The cyberwolf malfunctions when it takes a critical hit, becoming confused until another creature within 5 feet makes a DC 10 Engineering check to end the condition.


ACTIONS

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage. If the target is a creature, it makes a DC 12 Strength saving throw , falling prone on a failure.

Legends and Lore

With an Engineering or Science check, characters can learn the following:

DC 10 Cyberbeasts are fairly common, although they are expensive.

DC 15 Cyberbeasts can understand basic commands and will obey their owners.

Description

Robots don’t only come in the form of humanoids or floating drones–they are also built to resemble animals in all their variety. Used as pets, guards, companions, or in combat, cyberbeasts are robotic versions of bears, panthers, dinosaurs, and more.

Behavior

1 Guarding a door or location

2 Chained to a wall; it can break the chain with a DC 15 Strength check

3 Prowling, on the search for something to do

4 In standby mode; it will wake up if its passive Perception hears anything

Signs

1 A mechanical purring or growling sound

2 A large cage with a power port inside it

3 The sound of metallic claws on the floor

4 Claw marks in a steel bulkhead

Encounters

Cyberbeasts are found as prestige companions for the rich, and guardians for the powerful.

CR 0–2 1d4+1 cyberwolves ; 1 dire cyberwolf ; 1 cyberraptor

Treasure  machine parts worth 50 cr; pet collar with a 100 cr agate gem

CR 3–4 1d4+1 cyberraptors ; 1d4+1 dire cyberwolves ; 1 cybersnake

Treasure  machine parts worth 300 cr; pet collars with 1d4+1 gems worth 100 cr each

CR 5–8 1d4+1 cybersnakes

Treasure  machine parts worth 1,000 cr; crushed victim wearing carbide plate and a jetpack; 1 starglaive

CR 9–10 1 cyberrex

Treasure  machine parts worth 2,000 cr; bag with 2d4 random grenades; 1 multi-scanner

Monster Type Description

Constructs are beings that were built or made. Some are mindless machines, while others have some form of intelligence. Guardians are constructs.