Magical Weapons. The accelerator’s attacks are treated as if magical.
Paranoid and Fearful. It is very difficult to gain an accelerator’s trust. Creatures have disadvantage on attempts to convince it that they aren’t a threat. If successful, they only make it indifferent and wary for a few minutes, or perhaps an hour at most.
Modification (Recharges after a Short or Long Rest). About one in four accelerators have found a way to install a device within its shell that gives it an additional ability as a bonus action. Typically these devices are one of the following: a force field that adds +2 AC for one minute, a rocket pack that lets it move up to 500 feet, or a mental scrambler that gives all living creatures Huge construct, neutral within 60 feet disadvantage on all rolls their next round.
Multiattack. The accelerator makes three claw attacks and uses its control velocity ability.
Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) slashing damage.
Control Velocity. The accelerator can change the speed and direction of up to three objects and creatures within 10 feet, such as halting a moving creature or causing a still object to suddenly move rapidly in any direction. Typically it uses this to hurl a light object (up to 50 pounds), hurl a heavy object (up to 100 pounds), hurl a foe (up to 300 pounds), or stop a moving creature or object (up to 300 pounds).
Hurl Light Object. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.
Hurl Heavy Object. Ranged Weapon Attack: +7 to hit, range 30/60 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.
Hurl Foe. The target must succeed on a DC 15 Strength or Dexterity saving throw (target’s choice) or be thrown up to 60 feet away, taking 12 (2d8 + 3) bludgeoning damage from impacting the ground or a solid obstacle.
Stop Movement. The target must succeed on a DC 15 Strength or Dexterity saving throw (target’s choice) or be grappled and restrained in its current space for one round.
Description
An accelerator is an artificial intelligence encased in a metal shell with numerous limbs, sensory devices, and other accoutrements that allow it to interact with and understand the world around itself. An accelerator fears “death” (perhaps “dissolution” is a better term) and concocts elaborate plans to develop better protections for itself. Ironically, sometimes this puts it in danger as it tries to take control of a defensible fortress or obtain a device that will grant it a powerful defense. A fully upright accelerator stands 15 feet high.
Paranoia. Accelerators aren’t evil, but their interest in putting their own existence ahead of others means they might act in ways that people consider villainous. If seriously threatened, an accelerator always chooses flight over fight.
Note:
A destroyed accelerator can be salvaged for 1d6 + 1 cyphers and an oddity.
Flavour Text:
“It is fascinating that such a large and powerful creature would A destroyed accelerator be so fearful of death that its entire existence is a desperate can be salvaged for 1d6 + obsession with survival. It makes me wonder what horrors it 1 cyphers and an oddity. survived ages ago that led it to where it is now—perhaps its kind are the last survivors of a great cataclysm, war, or divine retribution.”
~Elmande, elf mage and scholar
“I’m just glad they’re not interested in conquest. If they were aggressive like chromatic dragons or fire giants . . . with their knowledge and skills, they could attack a town and leave nothing but corpses.”
~Faim Trubeard, dwarf veteran and prospector
I wold like to see this much detail and character in other posts