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SURGEON “THE DOCTOR” ROBOT

Converted to 5e from The Palace of Fallen Stars.  Another mob bypassed!

THE DOCTORUntitled
Surgeon Robot
Medium construct (robot), neutral

Armour Class 18 (combat hardened skymetal frame)
Hit Points 254 (18d10+80 plus 75 hp force field)
Speed 30 ft., fly 60 ft.

STR 22 (+6)        DEX 25 (+7)       CON 11 (+0)
INT 14 (+2)        WIS 13 (+1)        CHA 11 (+0)

Saving Throws Str +8, Wis +6
Skills Medicine +15, Perception +7
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons that aren’t adamantine.
Damage Immunities force, necrotic, poison, and psychic
Damage Vulnerabilities lightening
Condition Immunities charmed, frightened, paralysed, petrified, poisoned, and stunned
Senses Darkvision 60 ft., passive Perception 17
Languages Gothic, Common
Challenge 14 (11,500 XP)

Gift of the Machine God. As a creature of technology The Doctor gains many damage and condition resistances and immunities but they are also susceptible to lightening attacks.

Combat Hardened. The surgeon robots were sometimes use in combat situations and field medics and were built with survivability in mind. It ha an advanced robotic frame which provides a measure of protection against attacks. The robot surgeon has a damage threshold of 10. It reduces all damage by ten.

Force Field. A surgeon robot is sheathed in a thin layer of shimmering energy that grants it 75 bonus hit points. All damage dealt to a surgeon robot with an active force field is deducted from these hit points first. As long as the force field is active, the surgeon robot is immune to critical hits. A surgeon robot’s force field recharges to full strength at the start of its turn, but once these bonus hit points are reduced to 0, the force field shuts down and doesn’t reactivate for 24 hours. 

Master Surgeon. Programmed to execute advanced medical procedures, a surgeon robot can perform surgeries and other procedures that heal humanoid creatures of all manner of maladies. A surgeon robot can heal wounds, set broken bones, cure diseases, treat burns, remove poison, and even install cybertech items. These procedures take varying amounts of time for the surgeon robot to complete and require different Medicine check DCs. The DCs for these surgical procedures increase by 10 when they’re performed on a non-humanoid creature. These procedures leave the patient with the exhausted condition. If the surgeon robot fails any of its Medicine checks, the surgery fails and the patient takes 1d6 levels of exhaustion. The procedures a surgeon robot can perform are as follows:

  • Cure Blindness/Deafness (DC 15): The patient’s sight or hearing is restored. Required Time: 30 minutes.
  • Install Cybertech (DC = 5 + the cybertech install DC): Cybernetic equipment is installed safely. Required Time: 20 minutes per point of implantation of the cybertech being installed.
  • Minor Surgery (DC 10): The patient is healed of 1d8+1 points of damage. Required Time: 5 minutes.
  • Moderate Surgery (DC 15): The patient is healed of 2d8+3 points of damage and 1d4+1 levels of exhaustion or similar affect like hit point drain. Required Time: 10 minutes.
  • Major Surgery (DC 25): The patient is healed of 3d8+5 points of damage and is cured of blindness and deafness. Required Time: 15 minutes.
  • Critical Surgery (DC 30): The patient is healed of 4d8+7 points of damage and completely heals some other condition (exhaustion, energy drain etc.). Required Time: 30 minutes.
  • Treat Toxin (DC = 10 + the save DC of disease or poison): One disease or poison currently afflicting the patient is removed. Required Time: 10 minutes.

Sneak Attack (1/Turn). Due to its encyclopedic knowledge of anatomy, The Doctor deals an extra 13 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of The Doctor that isn’t incapacitated and The Doctor doesn’t have disadvantage on the attack roll.

Specialized Programming. Medicine is always a class skill for surgeon robots, and they gain advantage Medicine checks.

Superior Optics. Surgeon robots see invisible creatures or objects as if they were visible.

Syringe. When a surgeon robot makes a successful attack with its syringe, it can inject the target with pharmaceuticals. The robot contains nanites that fabricate the pharmaceuticals stored within its body. Up to 10 doses of these pharmaceuticals can be administered per day. The surgeon robot can choose to affect its target with cardioamp (revivify, but also can cause a heart attack in living creatures – DC 17 Constitution or suffer 1d6-1 levels of exhaustion. Even on a success the target gains the sickened state (as poison)), cureall (lesser restoration), hemochem (grade III) (Regeneration 3), torpinal (as suggestion, DC 17 Wisdom), or zortaphen (DC 17 Constitution or have disadvantage on all d20 checks) each time it uses this ability.

ACTIONS          
Multiattack. The Doctor can make six attacks from the options below. 

Scalpel. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 16 (3d6 + 7) piercing damage.

Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 12 (3d4 + 6) slashing damage plus the target is grappled (Escape DC 18). At the start of The Doctor’s turn the creature automatically takes 12 (3d4 + 6) bludgeoning damage. The Doctor may only grapple two opponents and losses its claw attack while grappling.

Syringe. Melee Weapon Attack: +12 to hit, reach 10ft., one target.
Hit: 16 (3d6 + 7) piercing damage plus pharmaceutical effect.

Integrated Surgical Laser. Ranged Weapon Attack: +12 to hit, range 120ft., one target.
Hit: 16 (3d6 + 7) radiant damage.

DESCRIPTION                    
This robot has the general appearance of a skeletal preying mantis fashioned entirely from gleaming metal. An array of limbs fitted with laser scalpels, syringes, and other surgical devices spring from its body.

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