Medium Aberration, Typically Neutral Evil
Armor Class 17 (half plate)
Hit Points 130 (20d8 + 40)
Speed 30 ft.
STR
17 (+3)
DEX
15 (+2)
CON
14 (+2)
INT
16 (+3)
WIS
15 (+2)
CHA
12 (+1)
Saving Throws CON +6, INT +7, WIS +6
Skills Arcana +7, Intimidation +5, Perception +6, Stealth +6
Senses Passive Perception 16
Languages All (Helm of Comprehending Languages)
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Air Supply. If it has at least 1 hit point, the scavenger’s armor can generate breathable air when in a vacuum or underwater. This air can sustain the scavenger indefinitely.

Firearms Knowledge. The scavenger’s mastery of its weapons enables it to ignore the loading property of any firearm.

Special Equipment. The scavenger wields an energy sword (a Flame Tongue Shortsword), a laser pistol, and a laser rifle, and wears a helm of comprehending languages.

Actions

Multiattack. The scavenger makes two Energy Sword or Laser Pistol attacks, or it makes one of those attacks and uses Spellcasting.

Energy Sword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, plus 6 (2d6) fire damage.

Laser Pistol. Ranged Weapon Attack: +6 to hit, range 40/120 ft., one target. Hit: 11 (3d6 + 2) radiant damage.

Laser Rifle. Ranged Weapon Attack: +6 to hit, range 100/300 ft., one target. Hit: 14 (3d8 + 2) radiant damage.

Spellcasting (Psionics). The scavenger casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 15):

At will: light, mage hand (the hand is invisible), message

3/day each: fireballfly (self only), invisibility, nondetection (self only)

1/day each: dimension door, plane shift, telekinesis

Force Grenade. The scavenger throws a grenade up to 60 feet, and the grenade explodes in a 20-foot-radius sphere. Each creature in that area must make a DC 15 Dexterity saving throw, taking 17 (5d6) force damage on a failed save, or half as much damage on a successful one. After the scavenger throws the grenade, roll a d6; on a roll of 4 or lower, the scavenger has no more grenades to throw.

Bonus Actions

Astral Step (Recharge 4–6). The scavenger teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.

Description

Little is known about these alien beings, other than that they can sometimes be found in alien ruins or the wreckage of a starship, scavenging whatever alien tech they can find. Their motives are unknown due to them tending to turn hostile when discovered.

Monster Tags: NPChumanoidArtificerPsionic

Habitat: UnderdarkUnderwaterUrban

Charlesaurus

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