Medium Construct, Unaligned
AC 17 Studded Leather    Initiative +4 (14)
HP 19 (3d8 + 2)
Speed 30 ft.
Mod Save
STR 8 −1 −1
DEX 18 +4 +4
CON 14 +2 +2
Mod Save
INT 14 +2 +2
WIS 12 +1 +1
CHA 8 −1 −1
Skills Investigation +5, Stealth +7
Resistances Poison
Senses Passive Perception 14
Languages Common, Netherese, Telepathy 60ft
CR 2 (XP 450; PB +2)
Traits

Ceremorphic Machine. This creature can detect and identify any creature created by mindflayers or that is part of the mind flayer life cycle within 300 feet of it and is immune to Charmed or Frightened conditions caused by psionic abilities.

Tireless. This construct does not need to eat, drink or sleep, and is immune to magical sleep.

Covert Strike. Once per turn, the voyager can add 2d6 damage to an attack it lands as long as the target does not know the location of the voyager or is adjacent to another VK unit that is friendly to this one.

Cipherspeech. The voyager can encrypt its own speech into a code of beeping that can translate into any language it knows, with a different pitch for each writing script. for a creature to translate this speech, it must know both the language being encrypted, and succeed a DC 18 Investigation check to decipher the code. Once a creature has decrypted Cipherspeech in a certain language, it understands that language and any other language they understand that shares a writing script in Cipherspeech forever, but cannot speak it unless they can mimic the beeps. Cipherspeech has no written form.

Actions

Multiattack. The voyager makes 2 Nethersaber attacks.

Nethersaber C-Type. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 8 (1d6 + 4) slashing damage and 4 (1d6) psychic damage.

Netherrail C-Type. Ranged Weapon Attack: +6 to hit, range 80/320 ft., 1 target. Hit: 8 (1d8+ 2) piercing damage. While the voyager is obscured by darkness and the target does not know their location, this attack inflicts an additional 1d8 psychic damage and has the target succeed a DC 15 WIS saving throw or become Frightened until the end of their next turn.

Bonus Actions

Guerilla Tactics. The voyager can Hide, Disengage, and Dash as a bonus action.

Description

The Covert line of the Voyagers of Karsus were designed as shock troops and stealth ops, equipped with crossbows that weaponize the terror inflicted by an unseen predator. There was only ever 200 C-Types created, and since Karsus' Folly, their numbers have dwindled further. However, the services of those that survive are highly valued among any crew, kingdom or company that knows of them, meaning they are paid handsomely as mercenaries and assassins, and it is usually easy for them to find a crew willing to bring them along.

NimbleNoble2

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