HP 18 (4d4 + 8; bloodied 9)
Speed 0 ft., fly 30 ft. (hover)
Proficiency +2; Maneuver DC 12
Saving Throws Dex +4
Skills Deception +1 (1d8)
Damage Resistances necrotic
Damage Immunities poison, psychic
Condition Immunities charmed , deafened , fatigue , frightened , paralyzed , poisoned , strife
Senses darkvision 120 ft., passive Perception 13
Languages understands the language of its creator but cannot speak
Networking. When the assaultskull uses its Sensor Sweep, ally mechanoskulls within 500 feet are able to see with its blindsight.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.
Eyelaser. Ranged Weapon Attack: +4 to hit, range 120/240 ft., one target. Hit: 5 (1d6+2) radiant damage.
Nimble Action. The decoyskull takes the Dash or Disengage action.
Sensor Sweep (Recharge 4–6). The decoyskuill gains blindsight to a range of 60 feet until the start of its next turn.
Self-Destruct. When an attack, effect, or spell would reduce the decoyskull to 0 hit points, it moves up to 20 feet and explodes with flames in a 20-foot radius. Each creature in that area makes a DC 12 Dexterity saving throw , taking 18 (4d8) fire damage on a failure or half damage on a success.
As their name suggests, these mechanoskulls are usually used for diversionary tactics, such as giving a retreat tactical cover, distracting opponents to open up another attack vector, or drawing out hidden foes.
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.
The most expendable types of mechanoskulls are often the most dangerous, used as sentries but really little more than floating bombs.
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)