MUSER’S MENAGERIE 8 – Numerian Monsters for 5th Edition Dungeons & Dragons

NUMERIAN BESTIARY
Last week I introduced the option of summoning robots with your conjure spells, thanks to the Technomancer feat.  However, after a quick review of the robots I have converted to date, it seemed that the options were pretty limited for those wishing to unleash hordes of robotic minions on their enemies.

In the interest of addressing that particular problem, I decided to convert over a few of the robots included in Paizo’s Numeria, Land of the Fallen Stars sourcebook, as well as a bunch of other neat monsters from that sourcebook because, well, they’re pretty cool.

ARACHNID ROBOT
Arachnid Robot
Small robot, unaligned
Armor Class 12 (natural armor)
Hit Points 20 (5d6 + 5)
Speed 40 ft., climb 20 ft.
STR 8 (-1) DEX 13 (+1) CON 12 (+1) INT 10 (+0) WIS 12 (+1) CHA 1 (-5)
Skills: Athletics +2, Perception +4, Stealth +4
Damage Vulnerabilities: lightning
Damage Immunities: poison, psychic
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60ft., passive Perception 14
Languages: Common, Hallit
Challenge 1/2 (100 XP)
Explode. When the arachnid robot dies, it explodes in a burst of plasma. Each creature within 5 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire and lightning damage on a successful one.
Fragile. When the arachnid robot is reduced to less than 11 hit points, it suffers disadvantage on all ability checks and attack rolls.
Vulnerable to Critical Hits. When the arachnid robot is hit with a critical hit, it must make a DC 15 Constitution saving throw or be stunned for 1 round.
ACTIONS
Multiattack.
The arachnid robot makes two claw attacks.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
Plasma Spray. The arachnid robot exhales a 15-foot cone of plasma. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire and lightning damage on a failed save, or half as much damage on a successful one.
Plasma Torch.
Ranged Weapon Attack: +5 to hit, range 15/45, one target. Hit: 8 (2d6 + 1) fire and lightning damage.

BLOODBRUSH
Bloodbrush
Small plant, unaligned
Armor Class 13 (natural armor)
Hit Points 39 (6d6 + 18)
Speed 30 ft.
STR 14 (+2) DEX 11 (+0) CON 16 (+3) INT 3 (-4) WIS 10 (+0) CHA 3 (-4)
Saving Throws Con +5
Damage Vulnerabilities
fire
Damage Resistances
: acid, lightning; bludgeoning and piercing from nonmagical weapons
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses passive Perception 10
Languages:
Challenge 2 (450 XP)
Barbs. A creature that touches the bloodbrush or hits it with a melee attack while within 5 feet of it takes 3 (1d6) piercing damage and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The poisoned target is poisoned, and it can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Overrun.
If the bloodbrush moves at least 20 feet straight towards a creature and then hits it with a slam attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the bloodbrush can make one slam attack as a bonus action.
ACTIONS
Slam.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage and the target is grappled (escape DC 12). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws. The target must also succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The poisoned target is poisoned, and it can repeat the saving throw at the end of each of its turns, ending the effect on a success.

CAPACITOR OOZE
Capacitor Ooze

Medium ooze, unaligned
Armor Class 8
Hit Points 285 (30d8 + 150)
Speed 10 ft., climb 10 ft.
STR 24 (+7) DEX 6 (-2) CON 21 (+5) INT 1 (-5) WIS 6 (-2) CHA 1 (-5)
Skills: Athletics +11
Damage Immunities lightning, poison
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned, prone
Senses blindsight 120 ft. (blind beyond this radius), passive Perception 8
Languages:
Challenge 11 (7,200 XP)
Amorphous. The capacitor ooze can move through a space as narrow as 1 inch wide without squeezing.
Electrified.
A creature that touches the capacitor ooze or hits it with a melee attack while within 5 feet of it takes 10 (3d6) lightning damage.
Neurophagic Jolt. If a target stunned by the capacitor ooze’s neurophagic pseudopod is hit by a capacitor ooze’s neurophagic pseudopod while still stunned, the creature must make a DC 17 Wisdom saving throw or suffer disadvantage on all Dexterity and Intelligence saving throws for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Osmotic Drain. At the start of the capacitor ooze’s turn, each creature within 10 feet of the capacitor ooze carrying at least one device that is powered by or generates electricity must succeed on a DC 17 Constitution saving throw or lose 1 charge from a random powered device.
ACTIONS
Neurophagic Pseudopod.
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage plus 10 (3d6) lightning damage and the target must succeed on a DC 17 Constitution saving throw or be stunned until the end of the capacitor ooze’s next turn.

GRAY GOO
Gray Goo
Medium swarm of tiny constructs, unaligned
Armor Class 20 (natural armor)
Hit Points 102 (12d8 + 48)
Speed fly 50 ft.
STR 1 (-5) DEX 23 (+6) CON 18 (+4) INT 5 (-3) WIS 15 (+2) CHA 1 (-5)
Skills Perception +7, Stealth +11
Damage Immunities
: poison, psychic; bludgeoning, piercing, and slashing from weapons.
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60ft., passive Perception 17
Languages: Common, Hallit
Challenge 14 (11,500 XP)
Amorphous. The gray goo can move through a space as narrow as 1 inch wide without squeezing.
Dismantle. Any objects, including melee weapons, that come into contact with the gray goo begin to be disassembled. Each round the object is in contact with the gray goo, it takes a permanent and cumulative -1 penalty to the AC it offers or -1 penalty to damage rolls. If the armor AC reaches 10, if a shield’s bonus drops to +0, or if the penalty to damage rolls reaches -5, the object is destroyed.
Dispersion.
As a reaction, the gray goo can disperse, spreading itself across an area of up to 30 feet. While dispersed, the gray goo cannot attack or take hostile actions, though it can make a Dexterity (Stealth) ability checks to hide. The gray goo cannot reform for 1d4 rounds.
Immutable Form.
The gray goo is immune to any spell or effect that would alter its form.
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening 1 inch or larger. The swarm can’t regain hit points or gain temporary hit points.
ACTIONS
Multiattack.
The gray goo makes three disassemble attacks.
Disassemble. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 22 (5d6 + 5) slashing damage and the target must make a DC 17 Dexterity saving throw. On a failed save, one of the target’s weapons or armor, determined at random, takes a permanent and cumulative -1 penalty to the AC it offers or -1 penalty to damage rolls. If the armor AC reaches 10, if a shield’s bonus drops to +0, or if the penalty to damage rolls reaches -5, the object is destroyed.
Infest. The gray goo attempts to infest one target’s body. The target must succeed on a DC 17 Constitution saving throw, or it takes 45 (10d6 + 10) slashing damage as the gray goo disappears inside its body. While it is infesting a target, the gray goo cannot take any actions other than to leave the target’s body, but the target takes 45 (10d6 + 10) slashing damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, and the gray goo is expelled from the target’s body on a success. The gray goo cannot be targeted by attacks or spells while it infests the target’s body, but if the infested target is subject to an effect that cures a disease, the gray goo is expelled.

MANNEQUIN ROBOT (LABOURER)
Mannequin Robot
Medium robot, unaligned
Armor Class 13 (natural armor)
Hit Points 55 (10d8 + 10)
Speed 30 ft.
STR 15 (+2) DEX 12 (+1) CON 12 (+1) INT 10 (+0) WIS 11 (+0) CHA 1 (-5)
Skills: Deception +0, Insight +2, Perception +2
Damage Vulnerabilities: lightning
Damage Immunities: poison, psychic
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60ft., passive Perception 12
Languages: Common, Hallit
Challenge 2 (450 XP)
False Flesh. The synthetic flesh and hair on the mannequin robot grant it advantage on Deception checks to appear human, unless the target it is deceiving touches the mannequin robot’s cold, synthetic skin.
Vulnerable to Critical Hits.
When the mannequin robot is hit with a critical hit, it must make a DC 15 Constitution saving throw or be stunned for 1 round.
ACTIONS
Multiattack.
The mannequin robot makes two slam attacks.
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

MANNEQUIN ROBOT (SECURITY)
Medium robot, unaligned
Armor Class 17 (splint armor)
Hit Points 65 (10d8 + 20)
Speed 30 ft.
STR 15 (+2) DEX 16 (+3) CON 14 (+2) INT 10 (+0) WIS 11 (+0) CHA 1 (-5)
Skills: Athletics +5, Perception +2
Damage Vulnerabilities: lightning
Damage Immunities: poison, psychic
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60ft., passive Perception 12
Languages: Common, Hallit
Challenge 3 (700 XP)
Alert Sentry. The mannequin robot’s advance sensors grant it advantage on all Wisdom (Perception) checks.
Durable Frame. The mannequin robot’s advanced robotic frame provides a measure of protection against attacks. When an attacker hits the mannequin robot, it must roll damage dice twice and take the lower of the two results.
Vulnerable to Critical Hits. When the mannequin robot is hit with a critical hit, it must make a DC 15 Constitution saving throw or be stunned for 1 round.
ACTIONS
Multiattack.
The mannequin robot makes two melee attacks or two ranged attacks.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Laser Rifle. Ranged Weapon Attack: +6 to hit, range 150/600, one target. Hit: 12 (2d8 + 3) radiant damage.

ROBOT GOLEM
Robot Golem
Large construct, unaligned
Armor Class 18 (natural armor)
Hit Points 187 (15d10 + 105)
Speed 10ft., fly 60 ft.
STR 23 (+6) DEX 9 (-1) CON 24 (+7) INT 3 (-4) WIS 11 (+0) CHA 1 (-5)
Damage Immunities: poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t adamantine.
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60ft., passive Perception 10
Languages:
Challenge 11 (7,200 XP)
Berserk. Whenever the golem takes lightning damage, the golem goes berserk for 1d4 rounds. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with a preference for an object smaller than itself.
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Lightning Resistance. Whenever the golem is subject to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage and goes berserk.
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons. The golem’s weapon attacks are magical.
ACTIONS
Multiattack.
The robot golem makes two slam attacks.
Slam. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Shockwave (Recharge 5-6). The robot golem releases a pulse of lightning and all creatures within 30 feet of the robot golem must succeed on a DC 17 Dexterity saving throw, taking 45 (10d8) lightning damage on a failed save, or half as much damage on a successful one.

SCRAPYARD ROBOT
Scrapyard Robot
Medium robot, unaligned
Armor Class 15 (natural armor)
Hit Points 55 (10d8 + 10)
Speed 30ft.
STR 17 (+3) DEX 12 (+1) CON 12 (+1) INT 10 WIS 11 (+0) CHA 1 (-5)
Skills: Medicine +4, Perception +4
Damage Vulnerabilities: lightning
Damage Immunities
: poison, psychic
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60ft., passive Perception 14
Languages: Common, Hallit
Challenge 3 (700 XP)
Durable Frame. The scrapyard robot’s advanced robotic frame provides a measure of protection against attacks. When an attacker hits the scrapyard robot, it must roll damage dice twice and take the lower of the two results.
Fall to Pieces. Attacks and effects that deal more than 12 points of damage in a single hit impair one of the robot’s components. Determine which subsystem by rolling 1d6 and consulting the table below.

Roll Subsystem
1 CPU: The robot behaves as if subject to a confusion spell.
2 Fractured Plating. The robot’s AC is reduced by 3.
3 Power Core. A creature that touches the robot or hits it with a melee attack while within 5 feet of it takes 4 (1d6) lightning damage. 1d4 + 1 rounds after this subsystem is damaged the robot shuts down.
4 Rotary Saw. The robot loses its saw attack.
5 Servos. The robot’s speed is reduced to 15 feet.
6 Sensors. The robot is blinded.

Vulnerable to Critical Hits. When the scrapyard robot is hit with a critical hit, it must make a DC 15 Constitution saving throw or be stunned for 1 round.
ACTIONS
Multiattack.
The scrapyard robot makes one claw attack and one saw attack.
Claw. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Saw.
Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 12 (2d8 + 3) slashing damage.
Repair.
The scrapyard robot that is adjacent to the inactive body of another robot can regain 2d8 hit points.

TARGOTHA
Tortg
Huge aberration, unaligned
Armor Class 19 (natural armor)
Hit Points 207 (18d12 + 90)
Speed 10 ft., swim 50 ft.
STR 23 (+6) DEX 12 (+1) CON 21 (+5) INT 3 (-4) WIS 14 (+2) CHA 13 (+1)
Saving Throws Con +10, Wis +7
Damage Vulnerabilities
fire
Damage Resistances
: cold, fire
Damage Immunities acid, lightning, poison
Condition Immunities grappled, poisoned, restrained
Senses blindsight 120 ft., darkvision 120 ft., passive Perception 12
Languages:
Challenge 15 (13,000 XP)
Amphibious. The targotha can breathe air and water.
Legendary Resistance (3/Day).
If the targotha fails a saving throw, it can choose to succeed instead.
ACTIONS
Multiattack.
The targotha can make three attacks: one with its bite and two with its razor fins.
Bite. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) poison damage.
Razor Fins. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Jolt. Ranged Spell Attack: +6 to hit, range 150 ft., one target. Hit: 10 (2d8 + 1) lightning damage and the target must succeed on a DC 18 Constitution saving throw or it is stunned until the start of the targotha’s next turn. This attack does not suffer disadvantage when the targotha is engaged in melee.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Volatile Breath (Recharge 6).
The targotha exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, or it suffers the effects of the confusion spell for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. As a bonus action, the targotha can ignite the gas, forcing each creature in the area to make a DC 18 Dexterity saving throw, or it suffers 56 (16d6) fire damage on a failed saving throw, or half as much on a successful one.
LEGENDARY ACTIONS The targotha can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature’s turn. The targotha regains spent legendary actions at the start of its turn.
Detect. The targotha makes a Wisdom (Perception) check.
Tail Attack. The targotha makes a tail attack.
Jolt. The targotha makes a jolt attack.

TORTURER ROBOT
Torturer Robot
Small robot, unaligned
Armor Class 18 (natural armor)
Hit Points 55 (10d6 + 20) plus Force Field 40
Speed Fly 40 ft.
STR 8 (-1) DEX 20 (+5) CON 14 (+2) INT 10 (+0) WIS 15 (+2) CHA 1 (-5)
Saving Throws Dex +9
Skills
: Insight +6, Medicine +4, Perception +6
Damage Vulnerabilities: lightning
Damage Immunities: poison, psychic
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60ft., passive Perception 12
Languages: Common, Hallit
Challenge 8 (3,900 XP)
Durable Frame. The torturer robot’s advanced robotic frame provides a measure of protection against attacks. When an attacker hits the mannequin robot, it must roll damage dice twice and take the lower of the two results.
Force Field. The torturer robot is surrounded by a shimmering field of energy that makes it immune to critical hits, while the field is active. The force field has a buffer of 40 hit points which the torturer robot loses before it loses its own hit points. The force field regenerates 4 hit points at the start of each of the torturer robot’s turns.
Nanosurgeon (Recharge 5-6). The torturer robot can inject purpose-programmed nanites that duplicate the cure wounds, lesser restoration and protection from poison spells as if cast using a 5th level spell slot. The torturer robot’s spellcasting ability bonus is considered to be zero for the purpose of these effects.
Reactive Gyros. The antigrav generators that grant a torturer robot flight also grant it advantage on all Dexterity saving throws.
Vulnerable to Critical Hits. When the torturer robot is hit with a critical hit, it must make a DC 15 Constitution saving throw or be stunned for 1 round.
ACTIONS
Multiattack.
The torturer robot makes four melee attacks or four ranged attacks.
Rotating Blade. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) slashing damage.
Surgical Laser. Ranged Weapon Attack: +8 to hit, range 50, one target. Hit: 8 (1d6 + 5) radiant damage.

ZHEN WORM
Zhen Worm
Medium beast, unaligned
Armor Class 10 (natural armor)
Hit Points 19 (3d8 + 6)
Speed 20ft., burrow 10 ft., swim 20 ft.
STR 12 (+1) DEX 10 (+0) CON 14 (+2) INT 2 (-5) WIS 10 (+0) CHA 1 (-5)
Skills: Stealth +2
Damage Resistance: fire; bludgeoning, piercing, and slashing from weapon attacks
Damage Immunities
: psychic
Condition Immunities: blinded, charmed, frightened
Senses tremorsense 60ft., passive Perception 10
Languages: Common, Hallit
Challenge 1/2 (100 XP)
ACTIONS
Slam.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage and the target is grappled (escape DC 14). Until the grapple ends, the creature is restrained, and the snake can’t constrict another target.

DUNGEON MUSER’S NOTES
As with my other conversions, I based these on existing 5E monsters, but tried to keep many of the cool, unique abilities from the original Pathfinder write-ups (like the abilities of the gray goo, the scrapyard robot, and the capacitor ooze).

Of all of these monsters, the most lethal is likely the gray goo and I look forward to unleashing it on my PCs.

RESOURCEFUL RESKINNING
Each of the robots above could easily be reskinned as a golem of some sort, for use in campaigns that don’t feature a high technology component.

The targotha could pass for a variant aboleth or dragon turtle (a dragon eel?).

NUMERIA AWAITS!
These monsters should give both players and DMs a variety of new high tech threats to add their Iron Gods campaigns.

Next week I hope to have a 5E version of the Pathfinder RPG Oracle class and then I will be moving on to the second adventure in the Iron Gods adventure path, Lords of Rust.

Until next time, I remain;

  • THE DUNGEON MUSER
MUSER’S MENAGERIE 8 – Numerian Monsters for 5th Edition Dungeons & Dragons

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