HP 27 (6d4 + 12; bloodied 13)
Speed 0 ft., fly 40 ft. (hover), swim 40 ft.
Proficiency +2; Maneuver DC 14
Saving Throws Dex +6
Skills Athletics +0 (+1d8), Perception +4 (+1d8), Stealth +6 (+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
Disturbing. When a humanoid creature looks at the spyskull, it makes a DC 12 Wisdom saving throw or becomes rattled for 1 minute. A creature that fails its save by 5 or more becomes frightened instead. On a success, the creature is immune to Disturbing for 24 hours.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) bludgeoning damage.
Eyelaser. Ranged Weapon Attack: +6 to hit, range 120/240 ft., one target. Hit: 7 (1d6+4) radiant damage.
Cunning Movements. The spyskull takes the Dash, Disengage, or Hide action.
Sensor Sweep (Recharge 4–6). The spyskull gains blindsight to a range of 60 feet until the start of its next turn.
A spyskull forced into a fight drags the conflict out with its superlative sneaking skills. It shoots its eye laser from the maximum range possible and harries foes while waiting for reinforcements.
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.
Made from the tiniest corpses available, these mechanoskulls are incredibly difficult to detect or notice when in stealth mode. Even should they be found, the experience of seeing one is hard to bear.
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)