Skip to main content

Breadcrumb

Cyberrex

Challenge
str
22
dex
10
con
20
int
2
wis
12
cha
5

AC 13 (natural armor)

HP 126 (11d12 + 55; bloodied 63)

Speed 50 ft.


Proficiency +3; Maneuver DC 17

Damage Immunities poison, psychic

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

Senses passive Perception 11

Languages Common, Machine


Malfunction. The cyberrex 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

Multiattack. The cyberrex makes a bite attack and a tail attack against two different targets.

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) piercing damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the cyberrex can’t bite a different creature and it has advantage on bite attacks against the grappled creature.

Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.

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.