Death Machines! – Killer Robots

Image result for robot monster poster

“Automatons.  Blasted things keep ruining my day.  They killed my grandpa ages ago, took over our jobs, destroyed life as we knew it!  Darned things gotta be taken down, by the peoples’ wrench!  We’ll unite to give the metal monsters a clobbering!  We ain’t gonna take their inorganic presence any longer!” – Gristle Pete III, current proprietor of The Cascading Ridge Saloon

Not all “thinking machines” are friendly.  In fact, many prove to be outwardly malicious.  Many were built for war, while others are simply experiments gone awry.  Either way, there is a danger when building an automaton to think and fend for itself.  While many cases can lend it to building a positive life, other cases can turn out far more grim.

Author’s Note: Have some evil robots!  This is an expansion of my previous post.  Enjoy.




Rifts Coalition Soldier
Advanced and Basic Exterminator

A sleek and skeletal looking android, built for nimble dexterity and brute strength alike.  These creatures are relentless hunters, hellbent on tracking and slaying an acquired target.  And worse yet, they never seem to stop no matter what is thrown at them.  This implacable machine is both self-aware and fully sentient.  However, it enjoys seeing the task of assassination to completion.

In addition to being versatile combatants, these robots are skills tacticians, capable of analyzing an opponent’s strategy and formulating a counter-measure when given enough time.  These machines are wholly devoid of emotion, yet they have a strange interest in murder beyond just their programming.

Plane of Origin: Prime Material – Ancient Blackmoor – Far before the Great Rain of Fire, truly sinister works of super-science and sorcery were afoot.  Among them was the creation of the ultimate killing machine.  These beings were forged to annihilate enemies from afar, all while their machines proved to be nigh indestructible.  However, later models had to cut some corners due to expense, making it far more possible to actually defeat them… for the time being.  In the years before Blackmoor was destroyed, the project lead became increasingly paranoid after consulting with seers detailing an apocalyptic event.  Harnessing all teams and Operatives onto private vessels, zooming beyond Mystaraspace.  For ages, the team was put into suspended animation.  But, something went wrong and most of the human crew died or were dying.  The remaining crew used the technology for building more operatives and turned themselves into cyborgs.  Even years after Blackmoor was destroyed, the vessels cruised around in search of purpose, in search of blood to spill.

Medium construct, lawful evil

Armor Class 18 (Integrated Armor)

Hit Points 75 (10d8 + 30)

Speed 30 ft.

STR 21 (+5) DEX 18 (+4) CON 17 (+3) INT 12 (+1) WIS 14 (+2) CHA 8 (-1)

Saving Throws Strength +8, Dexterity +7, Constitution +6, Charisma +2

Skills Acrobatics +7, Athletics +8, Intimidation +5, Perception +5

Damage Resistances bludgeoning, piercing and slashing damage from non-magical weapons

Damage Immunities poison, psychic, radiant

Condition Immunities blinded, charmed, exhausted, deafened, frightened, paralyzed, poisoned

Senses truesight 120 ft., passive Perception 15

Languages Common

Challenge 10 (5,900 XP)

Augmented Weaponry.  The exterminator’s attacks count as magical for overcoming resistances and immunities.

Magical Resistance.  The exterminator has advantage on saving throws against magical effects and spells.

Robotic Marvel. The exterminator is immune to any spell or effect that would alter its form.  Likewise, diseases do not affect it.

Target Lock-On.  Once per round, an exterminator may focus on a single creature as an action.  That target must make a DC 15 Dexterity saving throw.  Upon failure, all ability checks made to track as well as all attacks made against that target are made with advantage.  Should the focused creature die, the exterminator must use its action again to target another.


Multiattack.  The exterminator may attack with Machine Slam up to four times per round.

Machine Slam.  Melee Weapon Attack: +8 to hit, reach 5 ft., one target.  Hit: 16 (2d10 + 5) bludgeoning damage.  The target must make a DC 16 Strength saving throw or fall prone.

Spray Shot.  The exterminator can make up an extra Automatic Blaster or Exterminator Gun attack against up to two targets that are within 15 ft. of its original target.

Automatic Blaster.  Ranged Weapon Attack: +7 to hit, range 200 ft./600 ft., one target.  Hit: 22 (4d8 + 4) piercing damage.

Exterminator Gun.  Ranged Weapon Attack: +7 to hit, range 120 ft./240 ft., one target.  Hit: 23 (3d12 + 4) laser damage.*

Plasma Detonator (Recharge 5 or 6).  Ranged Weapon Attack: DC 15 Dexterity saving throw, range 15 ft. burst within 80 ft., all creatures in range.  Failure: 33 (6d10) plasma damage.**  Success: no damage.



Variant Exterminator: Advanced Exterminator

When earlier models proved to be not enough, an upgraded model was proposed.  This walking war machine has superior reinforced armor, better firepower and all around improved programming.  If the original version was a deadly combatant, this version proves to be far worse.

The Advanced Exterminator has the same stats, except the following:

Armor Class 20 (Integrated Armor)

Hit Points 98 (13d8 + 39)

Built-Up.  The advanced exterminator counts as one size larger when determining carrying capacity and the weight it can push, drag, or lift.

Challenge 15 (13,000 XP)


Improved Exterminator Gun.  Ranged Weapon Attack: +7 to hit, range 180 ft./400 ft., one target.  Hit: 36 (5d12 + 4) laser damage.*  (Replaces Exterminator Gun)

Death Ray (Recharge 6).  Ranged Weapon Attack: +7 to hit, range 120 ft., one target.  Hit: 55 (10d10) necrotic damage.  The target’s maximum hit points are reduced by the damage taken.  Completing a long rest or being subject of a Greater Restoration spell will reverse this.  Creatures killed by this attack dissolve into black goo.


Variant Exterminator: Cyber-Augment

Rather than being operated by complex programming, a living brain is hooked up to an elaborate apparatus that allows for full control.  This violent cyborg was likely a ruthless killer, even in their original form.  However, augmented through technology, they’ve become a far deadlier menace.  Many of these cyborgs were once the very scientists who created the originals, corrupted by their own creations.  Their minds were warped into madness during the process of augmentation, often adopting elaborate action oriented personas, often along the lines of dark anti-heroes or villains.

The Cyber-Augment Exterminator has the stats of the regular Exterminator, with the following additions.

  • Cyborg.  The cyber-assassin counts as both a construct and a humanoid, counting as either where advantageous.
  • INT 19 (+4)
  • Innate Spellcasting (Psionics).  In their attempts to fuse themselves to technology through strange energies and artifice, these cyborgs developed minor psychic powers, using Intelligence as their casting stat (DC 15, +7 to hit).  They can cast the following, innately, without the need for material components:
    • At-will: Mage Hand (invisible), Message, Minor Illusion (Sound only)
    • 1/day: Hold Person, Fear




Image result for man-eating robot

A terrifying flying metallic bowl has viscera coated limbs with all means of claws, saws and pikes at the end.  The robot hovers around to slice, prod, cleave and grab whatever bits of flesh might appeal to its macabre collection; usually tossed in the containment unit inside of its central hollow compartment.  Its purpose seems to be taking specimen samples of lifeforms, often killing them in the process.  As to what these harvested specimens are for?  Unknown to most.  For bodies that become less desirable or no longer be needed, the robot will grind up any remains into a meaty paste.  Said paste is often deposited on the ground or within designated areas.  While it seems barely intelligent, it won’t harvest in a situation that proves too dangerous.  It prefers to attack and kill weaker creatures.

Plane of Origin: Prime Material – Gothic Earth – Earlier models were created by a consortium of particularly deranged scientists who wanted to replicate the creation of the “Modern Prometheus”, by gathering the parts needed to assemble an “automaton of flesh”.  Inspired by a novel, they dared to do the fantastic; deep within the the private sanctum of their alpine retreat.  Amidst the project, the harvesters went berserk and hacked up its own creators, leaving behind a pile of mutilated parts everywhere.  It is said that this “animated flesh amalgam” did escape the carnage though.  Likewise, these harvesters also got loose, continuing acts of mindless butchering.  However, some accidentally got whisked to other planes, where plenty of other technological forces began to build their own.  Needless to say, they became popular among fleshcrafters and necromancers.

Large construct (robot), neutral evil

Armor Class 14 (natural armor)

Hit Points 45 (6d10 + 12)

Speed 0 ft., Fly 30 ft.

STR 19 (+4) DEX 14 (+2) CON 15 (+2) INT 5 (-3) WIS 12 (+1) CHA 7 (-2)

Saving Throws Dexterity +4

Skills Perception +5

Damage Immunities psychic, poison, radiant

Condition Immunities charmed, exhausted, frightened, poisoned

Senses darkvision 120 ft., passive Perception 15

Languages understands Common

Challenge 3 (700 XP)

Grappling Robot.  The harvester has advantage on checks to grapple targets and may attempt to do so as a bonus action.

Multiple Arms.  The harvester, while slow, can hold up to 6 people.  In addition to using an arm claw, pikes can skewer instead of regular grabbing, but otherwise function for a grapple attempt.  When taking the escape action, the DC is 14.  Escape from either Arm or Pike will result in taking its weapon damage.

Noxious Stench.  When a creature starts its turn within 10 ft. of the harvester, it must succeed a DC 12 Constitution saving throw or be poisoned until the start of the creature’s next turn.  On a successful saving throw, the creature is immune to the stench of the harvester for 1 hour.

Robotic Marvel. The harvester is immune to any spell or effect that would alter its form.  Likewise, diseases do not affect it.


Buzzsaw.  Melee Weapon Attack: +6 to hit, reach 10 ft., one target.  Hit: 20 (3d10 + 4) slashing damage.

Arm Claw.  Melee Weapon Attack: +6 to hit, reach 10 ft., one target.  Hit: 14 (4d4 + 4) bludgeoning damage.

Pike.  Melee Weapon Attack: +6 to hit, reach 10 ft., one target.  Hit: 14 (3d6 + 4) piercing damage.



Nanite Ooze

Gray Goo, Gray Death, Nanite Hell.  It has many names.  No matter the case, it comes down to one clear cause; something within nano technology going horribly wrong.  No matter the case, this is one of the results. Its purposes are muddled, but it was likely that this cluster was made for medical purposes.  But currently, it consumes, weakens and even reanimates victims.  Attempts to capture and study these rogue constructs have failed on many occasions, often causing more outbreaks.

This cluster of nanomachines moves around like a sloshing puddle of slime, shimmering with a silvery gleam.  The shiny wave often swarms over a target, with varying degrees of malicious intent.  If it doesn’t try to directly consume a body, it will try to puppet it.  Should enough flesh be consumed, it will have the energy and processes ready to replicate more nanites.  In theory, a battlefield lined with corpses would be enough to create enough nanites to swarm the entire grounds and beyond.

Medium ooze (construct), chaotic evil

Armor Class 12

Hit Points 38 (5d8 + 15)

Speed 30 ft., Climb 30 ft., Swim 30 ft.

STR 13 (+1) DEX 15 (+2) CON 16 (+3) INT 16 (+3) WIS 14 (+2) CHA 10 (+0)

Damage Resistances bludgeoning, piercing and slashing damage from non-magical weapons

Damage Immunities poison, psychic, radiant

Condition Immunities blinded, charmed, exhausted, deafened, frightened, paralyzed, poisoned

Senses Blindsight 120 ft., passive Perception 12

Languages understands Common

Challenge 3 (700 XP)

Infect.  The nanite ooze can infect a creature it hits with its Devour attack.  In addition to the damage dealt by Devour, the target must make a DC 13 Constitution saving throw.  Should the target fail, their body is infected with the nanites.  Every hour from failure, the target must make another saving throw or take a level of exhaustion.  Should the target die while infected, the nanites will rapidly consume the body and produce another nanite ooze.  Within 10 minutes, the body is consumed and the nanite ooze is spawned.  Alternatively, it may consume up to 50 lbs. of inorganic material to create another Nanite Ooze instead.

Robotic Marvel. The nanite is immune to any spell or effect that would alter its form.  Likewise, diseases do not affect it.

Possess Corpse (1/day).  The nanite ooze may inhabit a corpse, taking over its motor functions as an action.  This creature becomes a nanite zombie, while the nanite ooze disappears into the creature.  As long as the zombie is kept alive, the ooze takes no damage.

Squeeze Through.  The nanite ooze can compress its swarm into a minute size.  It can be treated as a tiny creature when moving in between tight spaces as small as a 2 – 4 centimeters.


Multiattack.  The nanite ooze may attack with Devour twice per turn.

Devour.  Melee Weapon Attack: +4 to hit, reach 5 ft., one target.  Hit: 12 (3d6 + 2) piercing damage.  The nanite ooze also regains hit points equal to 1/2 of the total damage dealt by this attack.

Dissolve Tissue.  Melee Weapon Attack: +4 to hit, reach 5 ft., one target.  Hit: 11 (2d8 + 2) piercing damage.  The target must also make a DC 13 Dexterity saving throw.  Failure results in taking 10 (3d6) necrotic damage, and the target’s Constitution score is reduced by 1d4. The target dies if this reduces its Constitution to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.  Success results in taking halved necrotic damage and no further effects.

Repair Damage.  The nanite ooze may touch a creature, including constructs and undead.  That creature regains 36 (4d8) hit points.  Once a creature has been healed in this manner, a nanite ooze cannot affect them with this ability for 24 hours.


Variant Zombie: Nanite Zombie

This poor creature fell victim to a swarm of nanites, turned into a corpse thrall under its control.  The following use the zombie stats, with the following changes and additions:

  • Its type becomes Construct
  • Intelligence 10 (+0), Charisma 10 (+0)
  • Death Throes.  When a nanite zombie fails its Undead Fortitude saving throw or is reduced to 0 HP by radiant damage, roll a d4.  Upon rolling a 4, the body rapidly decomposes and is replaced by a nanite ooze.  The DM may continue to do so once every hour, until rolling a 4.
  • Repair Damage (1/day).  The zombie uses its action to regain 36 (4d8) hit points.
  • Challenge 1 (200 XP)



Variant Damage Types:

*laser damage functions as effectively both fire and lightning damage types.

**plasma damage functions as effectively both fire and radiant damage types.


IMAGE CREDIT: Public Domain – Robot Monster; Arne Niklas Jansson – Skelebot redesign; Unknown – Man-Eating Robot Sign; CarlHolden – Earth – Grey Goo


Author: Doctor Necrotic

Hobbyist, amateur writer/screenwriter, wannabe-philosopher, music fan, history lover, cinemaphile, gamer, reviewer, and more. I'm a 30 year old hodgepodge of jobs and interests. My current projects on WordPress creating a wide variety of content for various tabletop roleplaying games, even showcasing published content here as well. When I have the time, I also create editorials and reviews spanning various bits of popular culture. I hope you take a moment to check my content out and maybe tell me what you think.

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